Senior Member
Join Date: Jun 2016
Posts: 204
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I like having all monsters/NPCs etc. all have separate initiatives. To accomplish this on paper, I label then Goblin 1, Goblin 2, etc. For the minis themselves I have little 3d printed rings with numbers on them corresponding with the number written down. Makes combat move really smoothly.
In HLC combats are prepared ahead of time with each individual goblin, that I toss a number on the end of their name. In HLO, you add 3 goblins to the scene/script, but would need to edit the names AFTER starting the combat, taking up precious gaming time. Am I missing a simpler way to do this? Using initiative values doesn't work without having dozens of these 3d printed rings, and doesn't accommodate ties. If not, feature request please! I prefer each monster (regardless of name) have its own number rather than goblin 1,2,3, orc 1,2,3 as its easier to track, but will settle for either Realmworks Template Management |
#1 |
Senior Member
Join Date: Sep 2018
Posts: 305
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you can give monsters unique names/numbers ahead of time in HLO too. i just tried making a generic script with three goblins and three goblin dogs, and then adding numbers to the end of their names-- it worked fine for me. here's a screenshot: https://imgur.com/a/XylZYzh
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#2 |
Senior Member
Join Date: Sep 2018
Posts: 305
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note however that when you're adding monsters to the script, in order to get three separately-editable goblin warriors you have to click the red "create character" button three times. do that and three separate "goblin warrior" line items will be added. then you can open each one and edit its name on its "profile" tab.
if you instead set the "quantity" box to 3 and click "create character" once, it'll add one line item called "goblin warrior x3". if you edit its name it'll change all three goblins' names at once, which isn't what you want. which method were you using? Last edited by dacoobob; March 6th, 2020 at 03:15 PM. |
#3 |
Senior Member
Join Date: Jun 2016
Posts: 204
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Quote:
Quote:
I was adding 3 at once. This solves the problem, but adding 13 goblins this way will get old fast, so my request still stands Thanks! Edit: WAY easier than it was in HLC! Realmworks Template Management Last edited by nightpanda2810; March 6th, 2020 at 03:23 PM. |
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#4 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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When you have a script with goblins and a quantity of 5, HLO SHOULD be automatically assigning them unique "jersey numbers" so you can readily identify each of them.
This WAS working a week ago and appears to now be broken. We'll have to figure out why. But you should NOT need to do any of that manually. |
#5 |
Senior Member
Join Date: Mar 2013
Location: Leeds UK
Posts: 250
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Yeah, I noticed this mid session last night after importing 3 monsters of the same type, shall raise a bug report.
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#6 |
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