jay wrote:Krattack wrote:Well, color me surprised. It seems that they need to have unique player names if the tokens in the init list represent different tokens on the map. Not even different GM name is sufficient... The functions update all instances of same token on the init list ok, but not if there are several tokens with same name. I will fiddle with it some more to see if I can come up with a solution.
The token names don't have anything to do with the initiative panel functions. They are only displayed to the player or GM on the panel. Since the addToInitiative() is a token function it only works on the current token. Different tokens, regardless of their name, are never modified.
This isn't quite right...
Jay, what I'm saying is that if I add a token, copy and paste it around, then use a macro to set it's initiative, it is conceptually (to me) a different monster, but the panel is treating it as if it isn't, and won't let me set the init for any but the first token.
Let me take my example further.
I take token1 onto the map, name it 'Dragon'.
I take token2 onto the map, name it 'Dragon' as well.
Why would I do this? Well, who knows. But this is illustration. If, as you say, the name is irrelevant, then the behavior I am seeing is impossible.
Because when I run this macro:
Code: Select all
[P:token.name] has initiative of [Init = 1d20]
[H:setInitiative(Init)]
as a token macro on token2, which is NOT in the init panel, (but token1 is), then the initiative for token1 is changed/set. This is a bug.
There's no way around that.
0+0=1, for very unstable CPUs.