Thanks a lot for the update.
Regarding the handling of mobs and squads I had an idea the other day. That idea is based on the "Mirror Image Handler" extension for the Pathfinder ruleset. This extension is used to apply the Mirror Image spell effect on the target and calculate automatically whether an image is hit and if so, it's removed.
The way the extension works is that it adds an effect to the combat tracker entry that has a number of stacks equal to the mirror images the spell creates. Then, when the target is attacked and the attack hits, the extension calculates the probability to hit one of the images instead of the actual target (which I assume does by giving to each image and the actual target an equal probability to be the target of the attack). If an image is hit, it removes one from the stack that the combat tracker entry has as an effect. It also removes one stack for a near miss but that's due to how the mirror image spell works and it's not relevant here.
Here is the thread about that extension https://www.fantasygrounds.com/forum...dler-extension
Now, how can this be useful here. If we have a mob that consists from a number of minions (let's say 5), then we can have one CT entry with a stack of 5. The CT entry will have all the stress info of the identical minions. When damage is done on that mob, the system can calculate the number of harms done and remove an equal number from the stack. If there is excess damage, it's subtracted from the CT entry stress value. Then after stress reaches 0, one stack is removed and stress value goes back to full with any excess damage applied to the new value. When the stack reaches 0 the mob is killed.
The same way when there is a squad, there will be a CT entry for the toughened leader and another CT entry of the minion with the stack of up to 4.
I admit that the Mob window you showed us in your previous update looks great, so keep up the good work.