Ok, I'm trying to get some code to work when I click a token and it shows me all of their stats, and I figured out how to mostly do it. The code I wrote just looks at the selected dude's character sheet and pulls a lot of values from it Here's the code: /w gm &{template:default} {{name=**@{selected|token_name} Stat Block**}} {{Hit Points (HP)= @{selected|hp} / @{selected|hp|max} HP}} {{Armor Class= @{selected|npc_AC} | @{selected|npc_actype}}} {{Speed= @{selected|npc_speed}}} {{Strength= @{selected|strength_base} | @{selected|strength_mod}}} {{Dexterity= @{selected|dexterity_base} | @{selected|dexterity_mod}}} {{Constitution= @{selected|constitution_base} | @{selected|constitution_mod}}} {{Intelligence= @{selected|intelligence_base} | @{selected|intelligence_mod}}} {{Wisdom= @{selected|wisdom_base} | @{selected|wisdom_mod}}} {{Charisma= @{selected|charisma_base} | @{selected|charisma_mod}}} {{Damage Resistance= @{selected|npc_resistances}}} {{Damage Vulnerability= @{selected|npc_vulnerabilities}}} {{Damage Immunity= @{selected|npc_immunities}}} {{Condition Immunity= @{selected|npc_condition_immunities}}} {{Senses = @{Selected|npc_senses}}} And it does this if you select someone like a goblin (in case you don't want to read the mountain of 'code') (sorry, this is michael from the future: totally forgot to put an mage in here, so here it is): I'm sure it's in no way optimized, but I wrote it and boom it works as intended... but now I want to add something to it, and that's to make the strength, dexterity, constitution, wisdom and charisma have buttons I can click and it would first prompt me to ask if I want to roll it with advantage, disadvantage, or normally (can do), then roll the saving throws (can 1/3s do). But I don't quite know how to do that because A. I don't know how to make buttons, and B. I don't know how to make macros roll advantage or disadvantage. I'm also curious if I could attack with a macro, although I don't have my hopes too high for that and I'm pretty sure you need API with that because (I think) the general rule with macros is that it can only see data and bring it back to you, as well as roll dice and do other things like that. But if I can't do that, it would be cool to know if it's possible to have a macro give me information about what kind of weapon someone has and then give an effect depending on what it was (So if it had a weapon that did piercing damage, the macro would give a blood splatter effect or something like that). Finally, I want to know a couple things not concerning the macro I have above. So pretty much I 'made' (as in shamelessly copied and pasted from an underrated youtuber named Grasen Jobsent because It's WAY over my skill level) an initiative tracker and with the help of the keyboard fu chrome extension, I binded it so every time I selected an enemy and did `+i at the same time, it would roll their initiative and put them in the turn order tracker. Here's the code that I put into keyboard fu: javascript:(function(){$('#textchat-input textarea').val('/w GM &{template:default} {{name=@{selected|token_name} - Initiative Roll}} {{Initiative = [[1d20 + @{selected|initiative_bonus} &{tracker}]]}}}');$('#textchat-input button').click();})(); Here's the code I had to manually yeet into every monstor's abilities: '/w GM &{template:default} {{name=@{selected|token_name} - Initiative Roll}} {{Initiative = [[1d20 + @{selected|initiative_bonus} &{tracker}]]}}} And boom it somehow works as intended, but I want to scale it up a bit, if it's possible-- and that's being able to select multiple enemies and putting the into in initiative tracker. I'm not sure if that's even possible without the use of API scripts, but I want to know if you can do that or not. And I think that's about it. Thanks for suffering through this awfully long question and yeah.