View Full Version : (copy) on records within the same module, same category, same group
dbachen
April 6th, 2025, 21:04
In this thread, someone else posted a similar, yet difference problem, asking for copied items to always have (copy) and it looks like that's what you did as a "fix". That makes sense if you were making a copy of an existing record which is already in the list, and already in the group filter you had selected.
It doesn't make sense when there isn't already an object of that name in the group.
That's the way it used to work. If you were doing something like building effects on a character and then dragging the spell, item, whatever, back to the category, you would only get (copy) if there was an existing thing of the same name there. Now, it's appending (copy) to every version which is dragged from a character, regardless of whether it exists or not.
You should keep the (copy) to only when making copies of something inside the category and recognize the group that it is in.
With this last fix, it means that every single time something is copied from a character to the category, even if it's the only one, it says (copy) and then has to be manually edited to remove that from the title.
i think there needs to be a balance here so that extra work isn't added when it isn't needed, yet still protecting those people who drag within the same category and you want to know which once was the copy.
Zacchaeus
April 6th, 2025, 22:01
I think you are creating a copy are you not? Since whatever it is you created on the character exists, when you drag it into the spells list it's a copy of whatever it is you created.
LordEntrails
April 7th, 2025, 04:09
Many folks were confused an unhappy with the previous inconsistent way copies were named. Thought it's not always quickest to have (copy) appended, it is consistent and easily understood.
dbachen
April 8th, 2025, 02:20
I think you are creating a copy are you not? Since whatever it is you created on the character exists, when you drag it into the spells list it's a copy of whatever it is you created.
Sure its a copy, but it's not copy in the same location. Then it would be a copy on the character sheet. That's a totally different location than the spell category on the toolbar and the objects listed there. If I made a copy on my character sheet, sure, add (copy). if I made a copy on the spell category, sure add (copy).
This is no different than how it works in your OS.. You copy to the same folder, you get a (1) or (2) or whatever so that you don't have a naming conflict. You copy to a different directory with no naming conflict, there is no suffix appended.
@LordEntrails mentions the consistency. That's fine, these things aren't mutually exclusive.. previously (as an example, but not the actual case), you might copy something under spells and it would have (copy), but then make a copy of an item and it wouldn't. Or maybe you copy a monster and it wouldn't. So you'd have to look for the icon to the right to see if it was the original version or the version in the campaign.
I'm all for the consistency there to always add it within the same category and group. But if there is no naming conflict in the destination, I still believe it should operate the way it did correctly before and fix the ones that weren't adding a suffix and should have been.
Ludd_G
April 8th, 2025, 12:14
Hi,
just to say that I think dbachen hits the nail on the head here.
My present way of tweaking all the NPCs that are used in pre-built encounters, involves first adding them to the CT from the existing encounter (I almost exclusively run published adventures). These then instantly become unique NPCs due to my using the NPC Flavours extension (each has a different name now) and I give them unique tokens. I then bulk build their inventories using NPC Treasure Drop, for using with Map Parcels, including adding/removing weapons from their sheet etc. So each of these is now a totally unique, for example, Goblin, that doesn't exist in any other record except as an entry at this particular point on this particular iteration of the CT. This sounds like a lot of work but so far is quite quick and friction free due to the great extensions I'm using.
Now to repopulate the encounters in the adventure with my tweaked NPCs, I copy them from the CT to a unique named folder in the NPC records, and from this folder back to the encounter.. But they now all have '(copy)' added to their name, and this can add up to a lot of NPCs that now also need their name editing for no apparent reason, as they are not copies, they are the record of a unique NPC from the CT that does not exist on any other record.
From here everything works as previously, add the tokens from the encounter to the map, close the encounter and wait for my players to stumble blindly into the room with the huge 'Do Not Enter, You wIll Die!!1!' sign on the door at some future point, when i will add the encounter to the CT and all my unique crafted NPCs will set about them... but now they would now all have (copy) appended to their names, unless I have already gone through when i add them to the encounter and removed the '(copy)'. This seems like an extra unnecessary bit of busy work that's just been introduced, and I would love it if it wasn't. It's especially tedious for big encounters as that mob of 15 goblins, is actually now 15 individually named goblins, each with '(copy)' that needs removing, and don't forget about the 23 stirges I've just added, and the 8 giant rats, and...
Anyhoo, I would really really love it if '(copy)' was only added if the record was added to a folder that actually included a record of the same name.
Cheers,
Simon
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