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Initiative Tracker: Differentiated Labels

1607553835

Edited 1607555795
I don’t know how to call it but I would like to put in something that differentiates the labels in the initiative tracker.  For example, let’s say I have 5 of the same enemy.  The tokens I differentiate by color (I add the little color dot to each one, choosing a different color for each token.). I’d like to be able to do that in the initiative tracker so that visually I can see that it’s the red ones turn, or the blue one, etc.  I’m aware that if I hover over the label in the tracker a faint yellow box shows up around the appropriate token, but I have to search for it.  The ability to differentiate the label itself would be super helpful. EDIT:  What would be super helpful is if any of the little icons I put on the token automatically carry over to the initiative tracker (for any token, including pcs).  That could be a visual reminder of particular conditions or statuses, too!
As a workaround in the meantime, instead of using color dots, you can name your tokens like Monster 1, Monster 2, Monster 3, etc. The Token Names will show up in the Turn Tracker. Additional Hint: you can name them randomly so players don't know how many foes they are facing. Just alert them that f they see Vampire Spawn 99 it does not mean there are 98 more lurking about (though they might be... ;-) Additional Hint #2: As a Pro user, you have access to the API scripting and can use the TokenNameNumber script to do this automatically for you.
I don’t know how to script, and that doesn’t solve my issue of copying the symbols on the token over to the initiative tracker (And those symbols give me a lot more information if they are used to denote conditions).
1607558220

Edited 1607558390
Sorry, I was unclear about the API scripting and TokenNameNumber. You don't have to know how to script. The script is already written, you just need to install it and run it in your game. Also, when I said "TokenNameNumber script to do this automatically" I meant it will add numbers to their names, it won't mark the turns with symbols or color dots. Sorry. TokenNameNumber thread: <a href="https://app.roll20.net/forum/post/1273423/script-tokennamenumber-automatic-numbering-of-qualifying-tokens/" rel="nofollow">https://app.roll20.net/forum/post/1273423/script-tokennamenumber-automatic-numbering-of-qualifying-tokens/</a> Here's a video about installing API scripts: <a href="https://www.youtube.com/watch?v=jam2yx8btaQ" rel="nofollow">https://www.youtube.com/watch?v=jam2yx8btaQ</a> And a video where he demos a number of scripts (starting with TokenNameNumber): <a href="https://www.youtube.com/watch?v=DtHnEWA6WPA" rel="nofollow">https://www.youtube.com/watch?v=DtHnEWA6WPA</a> The TokenNameNumber script is in the Roll20 API OneClick library, so it's easy to add.
1607559461

Edited 1607559843
I’ll give those a look over! &nbsp;The token one doesn’t really work for me because I don’t let the players see the names of the monsters they are fighting, so anything in the nameplate would just be 1,2, 3, etc. &nbsp;And using the symbols is more informative. BUT, some of the scripts in that video, especially group init, group check and apply damage look pretty damn useful! &nbsp;I’ll have to give those a look see (this is for a pathfinder 1st edition game, so unsure how those scripts will work.)
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