Tabletop Simulator

Tabletop Simulator

Automated Combat Pad
35 Comments
VS-lockon 13 Nov, 2021 @ 6:24pm 
aks0 tokens (events and monsters/NPCs) being hidden did not work for when i did number like i said all my player could see it so idk if that was a bug or some thing
VS-lockon 13 Nov, 2021 @ 6:22pm 
okay ill have try that next Campaign since ya my ending tmw bc my player off kill big bad
myrkul999  [author] 13 Nov, 2021 @ 9:28am 
@Captain_uzziah

If you want to use your own dice and only use the tracking features of the pad, use "event" tokens instead of monster/NPC tokens. They take an absolute number instead of a bonus. Alternatively, if you want to roll for everyone automatically, just use NPC tokens for everyone.
VS-lockon 22 Oct, 2021 @ 4:20pm 
this thing is dumb for one reason i roll a nat 1 on my npc and modifier is a 3 then so roll to short the tokens and it said sorry but it a 17 when i dming i use my irl dice i was hoping this initiative order not randomize ****
Angelin01 27 Sep, 2021 @ 4:32am 
So, it's been a few months, I completely forgot, sorry! The combat pad worked wonderfully! I hope to use it again on the future :D
Angelin01 8 Jul, 2021 @ 4:16pm 
Thanks, mate. We'll try it out and report back :)
myrkul999  [author] 7 Jul, 2021 @ 11:47pm 
Heh... Sorry for the wait. Sorting is all fixed, let me know how you like the new features.
myrkul999  [author] 7 Jul, 2021 @ 3:45pm 
...Oh, crap. Sorry, got sidetracked. It's mostly done. I just need to clean up the code a little and get it set up for the actual upload. I'll get it done tonight.
Angelin01 7 Jul, 2021 @ 2:55pm 
Heyo, any update? I was planning on running a one shot this next Sunday, and it I'd be more than happy to put the pad through it's paces if it's ready. If it's not... oh well.
myrkul999  [author] 29 Jun, 2021 @ 1:36am 
Got it sorted (hah!) just needs a little bit of polish for the release, hammer out a few things with the new features, and we'll be set. Figure 48 hours or so.
myrkul999  [author] 29 Jun, 2021 @ 1:31am 
You can still do it that way, just have the winner add .1 to the score. It'll bump them up one spot. Same with lair actions in 5e. Set them to 19.9, and they'll lose any ties with someone who rolled 20.
Angelin01 28 Jun, 2021 @ 2:54pm 
Thank you. If you require some help, poke me and I'll try to have another look.
As a side note, can you think of any ways to break ties? Normally I'd let the person with the highest initiave modifier go first, but since the players roll for themselves, you don't have that information on the pad.
myrkul999  [author] 27 Jun, 2021 @ 4:53pm 
@Angelin01 That... is an interesting flaw. I'll take a look at it tonight. I'm reasonably sure I had a reason to do that... but it looks like it introduced other problems.

I'll probably just need to rework the sorting function entirely. And I'm testing a few new features, so I'll upload a new version probably in the next couple of days.
Angelin01 19 Jun, 2021 @ 1:42pm 
Well, that was quick, I found a fix.
On line 263 of the script, on the sorting for creatures, the for loop is: "for a= 60, 40, -2 do"
Changing the step parameter to -1: "for a= 60, 40, -1 do" seems to fix it.
If the modder wants to fix it, I'll let him. Otherwise I'll upload a fixed version myself.
Angelin01 19 Jun, 2021 @ 1:38pm 
I'm sad to admit but it does indeed have problems sorting: https://i.imgur.com/2Tfez1V.png
I'll have a look at the code, see if I can fix it but... It's quite a lot and I am not good at lua
[mooncaine] 8 Aug, 2020 @ 8:05pm 
Does anyone here know of a combat resolution gadget like this, but for dice wargames? LIke, you have total attack strength of 12, they have 7 defense, and the gadget figures the odds, rolls the dice when you click it, and plays a looping animation for each result?
High Plains 22 Jun, 2020 @ 2:20pm 
Just stretch the board and you can get more tokens on it. Works fine, just takes up a little space.
Duplexerious DM 13 Dec, 2019 @ 7:27pm 
I got also this problem with 10+ tokens. Tested in several different tables and conditions. Can't find the mistake I made. The script should work just fine, isn't it?
myrkul999  [author] 4 Oct, 2019 @ 9:01am 
I'm Sorry, but I've not experience that problem. If you have a large stack of tokens, it might not be detecting them, because it uses a physics cast to grab the tokens that are sitting on top of it, and tokens outside of that box will not be detected. Make sure that the tokens aren't stacked too high.
Maska666 28 Jul, 2019 @ 9:37am 
After so many months, no improvement. :steamsad: Sorry, but this promising mod is useless because it does not correctly handle the initiative order when the tokens are more than 10. Furthermore it is not possible to manage ready/hold actions for monsters or npc.
Maska666 21 Jan, 2019 @ 4:55am 
Hi, I still notice a bug. When tokens on the board are more than a certain number (i think about 10) the order of some of them are non correct. need to reroll more than one time in order to get a correct order.
myrkul999  [author] 13 Jan, 2019 @ 3:03pm 
@gerneration
Thanks for the heads-up. Don't know how that arrow got deleted, but it's re-uploaded now.

The crash shouldn't happen anymore, either, There was an infinite loop that occurred when there were no visible tokens.

The other problem is much simpler. Monster tokens are set up to automatically roll initiative. All you need to do is give it the modifier, (ie 1, 2, -1, etc) and it will add a d20 roll. If you want to roll initiative for the monsters yourself, use the "event" token. That one takes initiative counts, rather than modifiers. I think the other half of that is caused by not having the proper arrow, and that should clear up now, too.

Thanks again.
Generation 13 Jan, 2019 @ 1:19am 
Great Mod but...

The Arrow is Missing (Fixed it with another Model)

The New Monster Spawner is Counting up (It had a Initiative of 10 but if you click "Roll" its adding some numbers up and it has 15 or more... If you then Click next Round its adding even more Numbers up to 24+) (Kind of Fixed it with just making new Players then new Monsters...)

If no one is Ready but you click to often (4 times mostly) on Roll or Refresh it Crashes the Game...

But yeah the Mod is Really Helpful.. I hope you can Fix this (and reupload your arrow ;-p)
myrkul999  [author] 4 Jan, 2019 @ 8:06am 
You can also right-click and left-click the Next Turn button to place the physical token in the right spot, but this does cause the printed marker to briefly disappear.
myrkul999  [author] 4 Jan, 2019 @ 7:59am 
Alright, that should be everything.

The fractional initiative totals ONLY work in .5 increments, though. Should be sufficient for most use cases.

One thing: When you first roll initiative, the PHYSICAL marker token is placed at the top of the initiative order, regardless of whether or not that token is visible. The marker in the list will display correctly, and the token will move to the correct spot when Next Turn or Next Round is pressed. There's no way I can change that, due to the order things need to be done when rolling.

Let me know how you like it!
myrkul999  [author] 21 Dec, 2018 @ 9:06am 
@Maskga666 Thanks, I'd noticed that last turn error message, but some of those others are new. I'll tackle them soon,

That fractional initiative is an excellent idea. 5e has things that happen on certain counts, which specifically lose ties, so instead of putting in 20, you put in 19.9, and it will lose any tie with 20, but fall right in between 19 and 21. I'll definitely be imaking sure that works.

The delayed monsters and events were working last I checked, so that's going to be fun digging out.

Thanks again, hopefully I'll have the update out before the new year.
Maska666 5 Dec, 2018 @ 9:21am 
5) In case the tokens are more than 9 or 10, some of them are not in the correct order.
Maska666 2 Dec, 2018 @ 10:30am 
Thank you very much, it's beautiful, but...
1) Unfortunately "Hidden Until Round X" function is not working well (for example please check your workshop upload: the concealed monster give an error message and delayed event token that should appear on round 5 never appears).
2) It is difficult to correct the values in the "Hidden Until Round X" fields, this is because the value is updated after clicking outside the token.
3) now decimal number are no more accepted. It was useful to put character's initiative modifier in place of the decimal in order to sort players with same initiative results, example: typing 15.5 for 10(roll)+5(mod).5(mod). This character will act before the character with 15.4 (because having 5 initiative modifier instead of 4)
4) After last token's turn if you click on "Next Turn" an unaesthetic error message appears
myrkul999  [author] 27 Nov, 2018 @ 12:12am 
Excellent suggestions, @Maska666. Done, done, and done.
Maska666 19 Nov, 2018 @ 2:40pm 
Thank you. I hope you will appreciate further feedback:

1) when the turn marker is positioned on a hidden monster's token, the "===>" arrow disappear revealing to players that something will appear in future. The marker should jump to next visible token, ignoring hidden tokens.
2) Hidden tokens should appear when it is their turn not at the beginning of the round.
3) I would increase the length of the pad to contain more tokens
myrkul999  [author] 16 Nov, 2018 @ 3:53am 
@Maska666
All your suggestions and more have ben implemented. Thanks for the ideas.
Maska666 14 Nov, 2018 @ 9:18am 
3) Traditional combat pads include a section of notes that allows you to write an event at the round where it will happen. Having this mod the round’s counter in numerical form, and not positional, I would suggest adding a field in the token of the events in which to indicate the round in which they will have to happen. The moment you reach this round, the events of that round must appear in the note’s initiative list.
4) When you proceed to next turn, it should be indicated who’s next (using, for example “ >>>>>Monter X”).
5) Can you tell me how to manage Delay or Ready actions?
Maska666 14 Nov, 2018 @ 9:18am 
Really a great mod! Congratulation. I’d like to use it in during my Pathfinder sessions, but there are several issues.
1) The fact that every time you click on the roll button generates new monster dice rolls, makes it difficult to add new reinforcements to the monsters. A system that provides rolls only for new tokens would be useful. The rule should be: a monster that has rolled holds the result for the whole combat.
2)If you make a monster (or event) visible, it remains hidden in the note’s initiative list.
myrkul999  [author] 6 Nov, 2018 @ 6:57pm 
Hey, Thanks for the heads up! It was a pretty simple fix.

The idea is you physically move the token over when you have a readied or held (a thing fom earlier editions) actions. The text at the top, where it says Held, is user-editable (sort of a hidden feature) so you can change it to Unconsious, or whatever. That way you know to skip them in the initiative order.
Karate Jesus 6 Nov, 2018 @ 11:44am 
Awesome work, man! The automation of this combat tracker is going to make my DnD game so much easier!
So far, I did notice a bug with turn order display in the notes. After hitting new player set, it spawns in a white tile. After changing the color tint, it displays incorrectly in the notes. It doesn't seem to be passing the full color code, just 4 digits. For example, I changed it to red, and instead of passing [ff0000] it just sends [ff00], so instead of displaying "Player" in red in the notes, it displays "[ff00]player".
I'll take a look at the scripting later when I'm free and see if I can figure out the culprit, but I'm pretty new to Lua scripting so I'm sure I won't be able to figure it out.
Also, on the combat pad side, in the readied and held column, is there supposed to be a checkbox or editable text, or is the intention just to put a marker in those columns? Sorry for my ignorance on that matter.
All in all, this is excellent work and I appreciate your effort!