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Multiple Monsters, One Character Sheet (Again)

1585646173

Edited 1585646980
Hey Guys - yes I have read the following wiki page: <a href="https://wiki.roll20.net/Linking_Tokens_to_Journals" rel="nofollow">https://wiki.roll20.net/Linking_Tokens_to_Journals</a> Which would be fine if I just wanted 30 units of the same type with just seperated HP bars. My issue is the following: I'm not only using the fixed values for HP and armor class for the mooks. (And actually even those are not neccessarily fixed) I also use the API to cast spells and modify stats. For example I have a spell that increases STR by 4. Or one of the players uses a debuff that reduces Armor by 2 or something similar. Let's now create a few goblins for example. I create that goblin character sheet to have attributes, saving throws, weapons and skills and HP and ... ready. So now I want 20 goblins to jump around the map so I drag them on the map. When I now use a debuff on one of the goblins and automatically modify it's STR (in the character sheet) it automatically changes the STR of every mook. (of course). When I use the API to create a status marker on that token (for example adding the strong-icon after raising the STR in the character sheet) it automatically adds the strong Icon to every instance of the token representing the character. (every token) I can't imagine that I'm the only GM who doesn't want to waste 80% of an evenings time in a battle by noting buffs and debuffs and calculating stats for every mook manually when I have a character sheet that does it automatically. Is the only option to actually duplicate the character sheet and like... create 20 copys of the same "goblin brawler"? Is there an option to - for example - via API create multiple instances of the same character sheet? Help is appreciated. If this is not yet possible - I think this would be a real useful feature. As far as I know the game becomes slower the more sheets there are. And especially if you use the API to (for example) loop through every possible character. So I don't want to really have 20 character sheets of every monster type just so I can use and buff them seperately.
1585649711
GiGs
Pro
Sheet Author
API Scripter
The token status surprises me - are you using tokenMod to apply them? I imagine this is happening because whatever API you are using, uses the character_id to record the status change, and updates all tokens linked to that character.&nbsp; Regarding stat buffs and other things that change the character sheet, the only way to avoid this issue, is to use a different character sheet for every character.&nbsp; Obviously that's not ideal, but it's the only way if you want to apply unique modifications to a character sheet.
I often use the Status Markers to indicate adjustments on mook tokens (for example: the snail icon means this token is slowed, the aching back marker means this token is prone, the green dot means this token is poisoned, etc.)
1585673785
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
for the status markers, my guess would be that you are using token-mod's command syntax that updates the default token as well as adding the effect.
1585673956
The Aaron
Roll20 Production Team
API Scripter
If it's adding the statusmarker to every instance of a token that represents a character, and you're using TokenMod, it's likely that you're passing the character_id to --ids, rather than the token_id.
Rabulias said: I often use the Status Markers to indicate adjustments on mook tokens (for example: the snail icon means this token is slowed, the aching back marker means this token is prone, the green dot means this token is poisoned, etc.) But I would still have to calculate the attack bonus every time someone has a STR buff because he suddenly hits better - or manually think about his penalty in saving throws and so on. This is why I wrote my own scripts. Click a Macro - a list of characters is pasted into the chat. You chose the target for your spell and it modifies the character sheet. And of course the connected token will get the statusmarker. I just wished there was an option that a token could represent his own instance of the connected character sheet. Then I could create those 20 goblins just with one sheet... Scott C. said: for the status markers, my guess would be that you are using token-mod's command syntax that updates the default token as well as adding the effect. Sadly no. I use my own scripts - So I have the desired effects. But even so. The token mod would still have the same limitation. This is not the answer I hoped for but i guess it's the expected one. I will then have to copy every monster a hundred times... Just for the purpose of increasing game performance. This is something the Roll20 team should think about. Monster Handling is rather uncomfortable so far. I don't want to only play dumb and boring melee enemies all the time because using abilites and magic takes 3 evenings for a 2min fight. Thanks to everyone who bothered to answer me again. Have a nice evening!
Arthega said: Hey Guys - yes I have read the following wiki page: <a href="https://wiki.roll20.net/Linking_Tokens_to_Journals" rel="nofollow">https://wiki.roll20.net/Linking_Tokens_to_Journals</a> Which would be fine if I just wanted 30 units of the same type with just seperated HP bars. My issue is the following: I'm not only using the fixed values for HP and armor class for the mooks. (And actually even those are not neccessarily fixed) I also use the API to cast spells and modify stats. For example I have a spell that increases STR by 4. Or one of the players uses a debuff that reduces Armor by 2 or something similar. Let's now create a few goblins for example. I create that goblin character sheet to have attributes, saving throws, weapons and skills and HP and ... ready. So now I want 20 goblins to jump around the map so I drag them on the map. When I now use a debuff on one of the goblins and automatically modify it's STR (in the character sheet) it automatically changes the STR of every mook. (of course). When I use the API to create a status marker on that token (for example adding the strong-icon after raising the STR in the character sheet) it automatically adds the strong Icon to every instance of the token representing the character. (every token) I can't imagine that I'm the only GM who doesn't want to waste 80% of an evenings time in a battle by noting buffs and debuffs and calculating stats for every mook manually when I have a character sheet that does it automatically. Is the only option to actually duplicate the character sheet and like... create 20 copys of the same "goblin brawler"? Is there an option to - for example - via API create multiple instances of the same character sheet? Help is appreciated. If this is not yet possible - I think this would be a real useful feature. As far as I know the game becomes slower the more sheets there are. And especially if you use the API to (for example) loop through every possible character. So I don't want to really have 20 character sheets of every monster type just so I can use and buff them seperately. I suppose a workaround would be to switch to AD&amp;D 2nd edition. PCs adjust their stats. Monsters adjust&nbsp; their attack rolls.
1585705345
GiGs
Pro
Sheet Author
API Scripter
Arthega said: This is not the answer I hoped for but i guess it's the expected one. I will then have to copy every monster a hundred times... Just for the purpose of increasing game performance. This is something the Roll20 team should think about. Monster Handling is rather uncomfortable so far. I don't want to only play dumb and boring melee enemies all the time because using abilites and magic takes 3 evenings for a 2min fight. Thanks to everyone who bothered to answer me again. Have a nice evening! This is likely to reduce performance not increase it. The more character sheets you have in&nbsp; campaign, the worse it is for performance, since all character sheets and all the attributes within them have to be loaded every time. If you are writing your own scripts, there are several ways to solve this: The easiest would be to figure out how to have status markers assigned individually to tokens (this is completely possible), and then have status markers that represent roll modifiers. So on marker may represent a buffed STR. If you use the coloured markers, you can easily visually display different levels of the same marker (buff). Then your script can detect the presence of these markers, and apply their modifiers automatically. The second and more complex and more powerful method would be to use script state. Store modifiers to changes to a token in the state. When you make a roll, your script can check the state, see if that token has an entry, then see if the relevant attributes exist in the state: if so, use the stats stored in the state, if not, use the stats on the character sheet.&nbsp; The second method is trickier to code and will have to be done very carefully to avoid persistent errors that are hard to undo, but is totally doable (as long as you dont try storing entire characters in the state: just store the changed bits). Personally I think this level of automation for a tabletop game is overkill. We aren't playing a video game, after all. But if you want to do it, it is do-able.
1585740778

Edited 1585741012
GiGs said: This is likely to reduce performance not increase it. The more character sheets you have in&nbsp; campaign, the worse it is for performance, since all character sheets and all the attributes within them have to be loaded every time. I'm completely aware of that. That's why I reposted the question. Your 2nd Option doesn't sound too bad. I could store all the modifications inside an extra object (for example a character sheet) with thousands of attributes. Then I could store the key value pairs like "_tokenID : attack modifier"... That would work I guess. Thanks for the hint!&nbsp; GiGs said: Personally I think this level of automation for a tabletop game is overkill. We aren't playing a video game, after all. But if you want to do it, it is do-able. I'm just fixing the things that my players and me don't like the most. I played games where rolling 5 attacks took almost 30min just because the GM hat to add all the buffs and debuffs manually and people started to argue about how it would change the result. In my games I actually automate as much as I can, so we can actually enjoy battles as a tool and not as another game inside the game where you have to spend 10 hours sitting in front of your PC until the 5 rounds are finally over. The closer the game gets to a video game (system wise) the more time we players and GMs have to actually do the role playing thingy. There is no advantage of an [attack roll] that opens 20 more windows after the click where you enter this bonus, and that bonus, and another bonus, and a penalty... and another one... This just breaks the immersion.&nbsp;