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[Script] ScriptCards - My "Spiritual Successor" to PowerCards

1645462946
Senjak
Pro
Sheet Author
Thank you! I'll try that tonight. I'm working with the call of cthulhu sheet and wanted to get this part working before diving into the rest.
I'm getting a weird error. "TypeError:Ot is undefined." It only pops up when I try and activate a macro using a chat menu button. But not every macro, just some. Here is the menu itself:   !scriptcard  {{   -- #title | @{ selected | character_name } Actions   -- #titleCardBackground | #EAC082   -- #oddrowbackground | #82ACEA   -- #evenrowbackground | #B1CBF2   -- #sourceToken | @{ selected | token_id}   -- #buttonFontSize | Medium   -- #buttonTextColor | #000000   -- #buttonBorderColor | #00000000     -- + [ c ][ u ]Offense[ /u ][ /c ] |   -- + [ button:#000000:#82ACEA ]Test:: ~ Macros | Test-Macro[ /button ][ button:#000000:#82ACEA ] (5-ft):: ~ Macros | 5-ft-Range[ /button ]   -- + [ button:#000000:#B1CBF2 ]Snagging Strike:: ~ Macros | Fighter-Strike[ /button ][ button:#000000:#B1CBF2 ](10-ft):: ~ Macros | 10-ft-Range[ /button ]   -- + [ button:#000000:#82ACEA ]Lunge:: ~ Macros | Fighter-Lunge[ /button ][ button:#000000:#82ACEA ] (15-ft):: ~ Macros | 15-ft-Range[ /button ]   -- + [ c ][ u ]Reaction[ /u ][ /c ] |   -- + [ button:#000000:#B1CBF2 ]Dueling Parry:: ~ Macros | Fighter-Strike-1[ /button ]   -- + [ button:#000000:#82ACEA ]Attack of Opportunity:: ~ Macros | Fighter-Strike-1[ /button ]   }} I get the error when I click the Test Button, but not when I click the 5-ft button (Or any of the range buttons). The error doesn't appear in any other way to call the macro, or when the raw code is put into the chat. It hasn't always been like this, the button has worked before. I have no idea what I changed though. I thought it was an issue when I added a query into the macro itself, but since the test macro is simply "/r d6" that can't be the case. I've reset the API sandbox and refreashed the page to no result. I can't find this specific error anywhere else.
1645593946

Edited 1645594275
Zach
Pro
Hi Kurt, thanks for always keeping this up to date. The most recent update did break the Deadlands style Exploding/Keep the Highest dice system. Its all additive now. Here was the build where you made it work for us Deadlanders ScriptCards version 1.4.7 Version 1.4.7 of the script is up on the  github  and introduces a new roll formula: XdY!h and/or XdY!l These formulas combine exploding dice with the ability to keep the highest roll. For example: !script {{   --=Roll|4d6!h   --+Roll|[$Roll] }} will roll 1d6 four times, with rolls of 6 exploding and adding back to the die roll. Each individual set of rolls is then compared to find the highest roll and that is the value returned for the total. For example:
Greetings guys, I am working on a Macro to add the 5e Conditions to a token in my game. I have this much figured out but not how to get it to apply the token marker to the token. Any help would be gratefully appreciated. !scriptcard {{ --#title|Conditions --#titleCardBackground|#932729 --#reentrant|Conditions --+|[c][rbutton]Barduic Inspiration::Barduic_Inspiration[/rbutton] [rbutton]Bless::Bless[/rbutton][/c] --+|[c][rbutton]Blinded::Blinded[/rbutton] [rbutton]Charmed::Charmed[/rbutton][/c] --x| --:Barduic_Inspiration| --#title|Barduic Inspiration --#titleCardBackground|#932729 --#leftsub|Buff --#rightsub|60 ft. --+Inspiration:|@{selected|character_name} has a bonus die depending on the level of the Bard. --+|Level 1-4 = d6 --+|Level 5-9 = d8 --+|Level 10-14 = d10 --+|Level 15+ = d12 --X| --:Bless| --#title|Bless --#titleCardBackground|#932729 --#leftsub|Buff --#rightsub|30 ft. --+Bless:|Whenever @{selected|character_name} makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. --X| --:Blinded| --#title|Blinded --#titleCardBackground|#932729 --#leftsub|Effect --#rightsub|Condition --+|A blinded creature can’t see and automatically fails any ability check that requires sight. --+|A Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. --X| --:Charmed| --#title|Charmed --#titleCardBackground|#932729 --#leftsub|Effect --#rightsub|Condition --+|A charmed creature can’t Attack the charmer or target the charmer with harmful abilities or magical Effects. --+|The charmer has advantage on any ability check to interact socially with the creature. --X| }}
Have you looked into Combat Master 2.0 ? It is able to do the task you're asking with some extra fiddling to make the APIs mesh, with a ton of extra features. If not that, then  Aaron's  TokenMod would be easier to mesh with Scriptcards. Mongo said: Greetings guys, I am working on a Macro to add the 5e Conditions to a token in my game. I have this much figured out but not how to get it to apply the token marker to the token. Any help would be gratefully appreciated. !scriptcard {{ --#title|Conditions --#titleCardBackground|#932729 --#reentrant|Conditions --+|[c][rbutton]Barduic Inspiration::Barduic_Inspiration[/rbutton] [rbutton]Bless::Bless[/rbutton][/c] --+|[c][rbutton]Blinded::Blinded[/rbutton] [rbutton]Charmed::Charmed[/rbutton][/c] --x| --:Barduic_Inspiration| --#title|Barduic Inspiration --#titleCardBackground|#932729 --#leftsub|Buff --#rightsub|60 ft. --+Inspiration:|@{selected|character_name} has a bonus die depending on the level of the Bard. --+|Level 1-4 = d6 --+|Level 5-9 = d8 --+|Level 10-14 = d10 --+|Level 15+ = d12 --X| --:Bless| --#title|Bless --#titleCardBackground|#932729 --#leftsub|Buff --#rightsub|30 ft. --+Bless:|Whenever @{selected|character_name} makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. --X| --:Blinded| --#title|Blinded --#titleCardBackground|#932729 --#leftsub|Effect --#rightsub|Condition --+|A blinded creature can’t see and automatically fails any ability check that requires sight. --+|A Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. --X| --:Charmed| --#title|Charmed --#titleCardBackground|#932729 --#leftsub|Effect --#rightsub|Condition --+|A charmed creature can’t Attack the charmer or target the charmer with harmful abilities or magical Effects. --+|The charmer has advantage on any ability check to interact socially with the creature. --X| }}
Thanks Zack, I should have said I was using TokenMod at this time. I have tried some of the things that work with other older macros and am not sure of the exact syntax I need to use. Thank you for your time. Mongo Zack B. said: Have you looked into Combat Master 2.0 ? It is able to do the task you're asking with some extra fiddling to make the APIs mesh, with a ton of extra features. If not that, then  Aaron's  TokenMod would be easier to mesh with Scriptcards. Mongo said: Greetings guys, I am working on a Macro to add the 5e Conditions to a token in my game. I have this much figured out but not how to get it to apply the token marker to the token. Any help would be gratefully appreciated. !scriptcard {{ --#title|Conditions --#titleCardBackground|#932729 --#reentrant|Conditions --+|[c][rbutton]Barduic Inspiration::Barduic_Inspiration[/rbutton] [rbutton]Bless::Bless[/rbutton][/c] --+|[c][rbutton]Blinded::Blinded[/rbutton] [rbutton]Charmed::Charmed[/rbutton][/c] --x| --:Barduic_Inspiration| --#title|Barduic Inspiration --#titleCardBackground|#932729 --#leftsub|Buff --#rightsub|60 ft. --+Inspiration:|@{selected|character_name} has a bonus die depending on the level of the Bard. --+|Level 1-4 = d6 --+|Level 5-9 = d8 --+|Level 10-14 = d10 --+|Level 15+ = d12 --X| --:Bless| --#title|Bless --#titleCardBackground|#932729 --#leftsub|Buff --#rightsub|30 ft. --+Bless:|Whenever @{selected|character_name} makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. --X| --:Blinded| --#title|Blinded --#titleCardBackground|#932729 --#leftsub|Effect --#rightsub|Condition --+|A blinded creature can’t see and automatically fails any ability check that requires sight. --+|A Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. --X| --:Charmed| --#title|Charmed --#titleCardBackground|#932729 --#leftsub|Effect --#rightsub|Condition --+|A charmed creature can’t Attack the charmer or target the charmer with harmful abilities or magical Effects. --+|The charmer has advantage on any ability check to interact socially with the creature. --X| }}
So something like...   -- :Barduic_Inspiration |   -- #title | Barduic Inspiration   -- #titleCardBackground | #932729   -- #leftsub | Buff   -- #rightsub | 60 ft.   -- + Inspiration: | @{ selected | character_name } has a bonus die depending on the level of the Bard.   -- + | Level 1-4 = d 6   -- + | Level 5-9 = d 8   -- + | Level 10-14 = d 10   -- + | Level 15 + = d 12   -- @token-mod | _ids @{ selected | token_id} _set statusmarkers | blue | broken-shield   -- X | Mongo said: Thanks Zack, I should have said I was using TokenMod at this time. I have tried some of the things that work with other older macros and am not sure of the exact syntax I need to use. Thank you for your time. Mongo
1645664753
Kurt J.
Pro
API Scripter
Zach said: Hi Kurt, thanks for always keeping this up to date. The most recent update did break the Deadlands style Exploding/Keep the Highest dice system. Its all additive now. Here was the build where you made it work for us Deadlanders ScriptCards version 1.4.7 Version 1.4.7 of the script is up on the  github  and introduces a new roll formula: XdY!h and/or XdY!l These formulas combine exploding dice with the ability to keep the highest roll. For example: !script {{   --=Roll|4d6!h   --+Roll|[$Roll] }} will roll 1d6 four times, with rolls of 6 exploding and adding back to the die roll. Each individual set of rolls is then compared to find the highest roll and that is the value returned for the total. For example: @Zach,   Sorry about that. I've release an update on the GitHub Repo  to fix this bug. I'll queue up another push to OneClick, but those only happen weekly so if you need the fix right away, installing from the GitHub is your best bet.
1645664987
Kurt J.
Pro
API Scripter
ScriptCards 1.6.2 on OneClick - 1.6.3 on GitHub ScriptCards 1.6.2 is now live on OneClick, and 1.6.3 (fixes a bug in the roll parser for Deadlands style rolling) is up on the GitHub . For those using OneClick, here is a summary of the changes since the previous OneClick release (1.4.10): General bug squashing. Extended the {ROUND} roll modifier to accept a precision level (i.e., {ROUND:2} will round the current value to 2 decimal places). The maximum supported precision level is 6. Added three new roll modifiers: {MAX:X}, {MIN:X}, and {CLAMP:X:Y}. For MAX, the current value of the roll will be reduced to X if it is greater than X. For MIN, the current value of the roll will be increased to X if it is lower than X. CLAMP will ensure that the value is between the X and Y value (inclusive). X is the smallest allowed value and Y is the largest. Object modification support is now available in ScriptCards. As of 1.5.0, you can use the --! command to modify object properties in the game. This may help reduce the reliance on the --@ command to run other API commands to modify token/character values. The biggest benefit of this is that the changes happen as the script is processing, so the new values are available right away. See the Wiki for details on usage. Added support for wild die rolling, signified by a W after the side sides as used in systems like d6. Added direct ScriptCards support for playing jukebox tracks with the --a statement. No external APIs are needed for this statement to function. Complete rewrite of the roll parsing system, improving the flexibility of the roll parser and correcting a few bugs. Among the improvements are things like being able to add a # on the end of a dice specifier to prevent highlighting based on that die. For example, if you have a 5E to hit roll of "1d20 + 1d4 [Bless] + 5 [Str] + 2 [Prof]" the old system would highlight the roll as a crit if either the d20 was a 20 or the d4 was a 4, and the same for a fumble. Now, appending # to any specifier prevents that roll from contributing to the highlight, so "1d20 + 1d4# [Bless] +5 [Str] + 2 [Prof]" will only highlight the roll based off of the d20 roll and not the d4. This update also removes case sensitivity from roll specifiers, doesn't sort the rolls when using kh or kl modifiers, and marks removed rolls with [x#x] (where # is the number that was on the die that got eliminated) Modified the way repeating attributes are filled in to strip @{ and } from sub references so the actual name of the sub attribute is returned, which can then be used within a script. Added the [#settingname] replaceable content format to allow setting values to be used anywhere in the script. Also added 10 new settings (usersetting0 thru usersetting9) that are not used by ScriptCards internally, but ARE saved with the --Ssettings command to store named setting sets. Removed the lookup restriction on the token attribute referencing syntax ([*S:t-name] for example). Previously the available token attributes were in a list in the API script that had to be updated as new attributes are released. That is no longer the case and all attributes are now available.
1645670760

Edited 1645670895
Mongo said: Greetings guys, I am working on a Macro to add the 5e Conditions to a token in my game. I have this much figured out but not how to get it to apply the token marker to the token. Any help would be gratefully appreciated. !scriptcard {{ --#title|Conditions --#titleCardBackground|#932729 --#reentrant|Conditions --+|[c][rbutton]Barduic Inspiration::Barduic_Inspiration[/rbutton] [rbutton]Bless::Bless[/rbutton][/c] --+|[c][rbutton]Blinded::Blinded[/rbutton] [rbutton]Charmed::Charmed[/rbutton][/c] --x| --:Barduic_Inspiration| --#title|Barduic Inspiration --#titleCardBackground|#932729 --#leftsub|Buff --#rightsub|60 ft. --+Inspiration:|@{selected|character_name} has a bonus die depending on the level of the Bard. --+|Level 1-4 = d6 --+|Level 5-9 = d8 --+|Level 10-14 = d10 --+|Level 15+ = d12 --X| --:Bless| --#title|Bless --#titleCardBackground|#932729 --#leftsub|Buff --#rightsub|30 ft. --+Bless:|Whenever @{selected|character_name} makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. --X| --:Blinded| --#title|Blinded --#titleCardBackground|#932729 --#leftsub|Effect --#rightsub|Condition --+|A blinded creature can’t see and automatically fails any ability check that requires sight. --+|A Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. --X| --:Charmed| --#title|Charmed --#titleCardBackground|#932729 --#leftsub|Effect --#rightsub|Condition --+|A charmed creature can’t Attack the charmer or target the charmer with harmful abilities or magical Effects. --+|The charmer has advantage on any ability check to interact socially with the creature. --X| }} Mongo, I modified something that Will shared early last year that adds condition and status markers to tokens, as well as makes changes to character sheets; ie adds bardic inspiration, bless, bane, etc. on to saving throws, global; attack modifier, damage modifier, and ability checks. Additionally, it will send a message to chat detailing the condition/status effect on selected token and add a turn marker to the turn order for a condition if it has a time limit.  You'll have to edit the token-mod id# for the markers so that match what you're using in  your campaigns for condition and status markers. If you find it useful let me know and I can share the one I also created to remove the condition, status markers, and alterations to character sheets. !script {{ --/|___Set_Marker_3.1__❌-___ --#reentrant|MarkToken --#title|Set Condition/Status --#titleCardBackground|#932729 --#oddRowBackground|#FFFFFF --#evenRowBackground|#FFFFFF --#buttonbackground|#FFFFFF --#buttontextcolor|#0905f2 --#buttonbordercolor|#FFFFFF --#debug|0 --@token-mod _config|players-can-ids|on --&TokenId|@{selected|token_id} --&tStyle|style="width:100%;padding:1px;border-spacing:1px;border-collapse:collapse;text-shadow: 1px 0px 0px black;border:0px dashed black;" --&trStyle1|style="border:0px dashed black;" --&tdStyle1|style="width:50%;text-align:left;background-color:#FFFFFF;font-size:100%" --&tdStyle2|style="width:50%;text-align:left;background-color:#FFFFFF;font-size:100%" --=Cond_Col|1 --=Stat_Col|1 --/|Initialize my defined list of StatusMarkers in pairs of values (StatusMarkerId;Name) --/|This list includes Roll20 Marketplace Markers I purchased. You will need to establish the default Status Markers for your campaigns based on your inventory of markers. --/|Use !token-mod --|help to see you list /w names. Copy this list down to the Unmark and Clear scrips as well. --~|array;define;arySM ;blinded::4276397;Blinded ;charmed::4276401;Charmed ;dead;Dead ;deafened::4276405;Deafened ;diseased::4276409;Diseased ;exhaustion-lvl-1::4276414;Exhaustion Level 1 ;exhaustion-lvl-2::4276415;Exhaustion Level 2 ;exhaustion-lvl-3::4276416;Exhaustion Level 3 ;exhaustion-lvl-4::4276417;Exhaustion Level 4 ;exhaustion-lvl-5::4276418;Exhaustion Level 5 ;exhaustion-lvl-6::4276847;Exhaustion Level 6 ;frightened::4276422;Frightened ;grappled::4276467;Grappled ;incapacitated::4276430;Incapacitated ;invisible::4276432;Invisible ;paralyzed::4276437;Paralyzed ;petrified::4276438;Petrified ;poisoned::4276439;Poisoned ;prone::4276441;Prone ;restrained::4276447;Restrained ;stunned::4276458;Stunned ;unconscious::4276461;Unconscious ;advantage::4274438;Advantage ;armor-of-agathys::4276392;Armor of Agathys ;baned::4276393;Baned ;bardic-inspiration::4276394;Bardic Inspiration ;bladesong::4276395;Bladesong ;blessed::4276396;Blessed ;blindsight::4276463;Blindsight ;blink::4276398;Blink ;blur::4276399;Blur ;booming-blade::4276400;Booming Blade ;cold-resistance::4276464;Cold Resistance ;concentrating::4276403;Concentrating ;cursed::4276404;Cursed ;detect-magic::4276407;Detect Magic ;disadvantage::4276408;Disadvantage ;divine-favor::4276410;Divine Favor ;dodging::4276411;Dodging ;dying::4276412;Dying ;emboldening-bond::4276413;Emboldening Bond ;favored-foe::4276419;Favored Foe ;fire-resistance::4276420;Fire Resistance ;flying::4276421;Flying ;half-cover::4276424;Half Cover ;hasted::4276425;Hasted ;hexblades-curse::4276426;Hexblades Curse ;hexed::4276427;Hexed ;hunters-mark::4276428;Hunters Mark ;hypnotized::4276429;Hypnotized ;inspiration::4276431;Inspiration ;lightning-resistance::4276433;Lightning Resistance ;mage-armor::4276434;Mage Armor ;mirror-image::4276435;Mirror Image ;on-fire::4276436;On Fire ;poison-resistance::4276440;Poison Resistance ;raging::4276442;Raging ;readied-action::4276443;Readied Action ;reckless::4276444;Reckless Attack ;renown-potion::4276445;Renown Potion ;resistance::4276446;Resistance ;sanctuary::4276448;Sanctuary ;shell-defense::4276449;Shell Defense ;shield-of-faith::4276450;Shield of Faith ;silenced::4276451;Silenced ;sleeping::4276452;Sleeping ;slowed::4276453;Slowed ;spider-climb::4276454;Spider Climb ;stabilized::4276455;Stabilized ;stealth::4276456;Stealth ;three-quarter-cover::4276459;Three Quarter Cover ;truesight::4276460;Truesight ;warding-bond::4276462;Warding Bond --~|array;define;aryConditions ;Blinded ;Charmed ;Deafened ;Dead ;Diseased ;Exhaustion Level 1 ;Exhaustion Level 2 ;Exhaustion Level 3 ;Exhaustion Level 4 ;Exhaustion Level 5 ;Exhaustion Level 6 ;Frightened ;Grappled ;Incapacitated ;Invisible ;Paralyzed ;Petrified ;Poisoned ;Prone ;Restrained ;Stunned ;Unconscious --/|Run through the array of SMs and break into Condition or Status --~SM_TokenId|array;getfirst;arySM --/+Debug|SM_TokenId: [&SM_TokenId] --:LOOPSTART| --?[&SM_TokenId] -eq ArrayError|LOOPEND --~SM_Name|array;getnext;arySM --/+Debug|SM_Name: [&SM_Name] --/| Test to see if this is a condition or status --~COND_INDEX|array;indexof;aryConditions;[&SM_Name] --/+Debug|Cond_Index: [&COND_INDEX] --&tbl|[td [&tdStyle1]][rbutton][&SM_Name]::SET_STATUSMARK;[&TokenId]\[&SM_Name][/rbutton][/td] --?[&COND_INDEX] -eq ArrayError|IS_STATUS|IS_COND --:IS_COND| --/| Are we on column 1 or 2? --?[$Cond_Col.Total] -eq 1|COND_1|COND_2 --:COND_1| --&tbl|[tr [&trStyle1]] [&tbl] --=Cond_Col|2 --&tblCond|+ [&tbl] --^CONTINUE| --:COND_2| --&tbl|[&tbl] [/tr] --=Cond_Col|1 --&tblCond|+ [&tbl] --^CONTINUE| --:IS_STATUS| --?[$Stat_Col.Total] -eq 1|STAT_1|STAT_2 --:STAT_1| --&tbl|[tr [&trStyle1]] [&tbl] --=Stat_Col|2 --&tblStat| + [&tbl] --^CONTINUE| --:STAT_2| --&tbl|[&tbl] [/tr] --=Stat_Col|1 --&tblStat|+ [&tbl] --^CONTINUE| --:CONTINUE| --~SM_TokenId|array;getnext;arySM --^LOOPSTART| --:LOOPEND| --/| Complete the tables based on where we ended up? --?[$Cond_Col] -eq 1|COND_NO_BLANK_CELLS --&tblCond|+ [td][/td] --:COND_NO_BLANK_CELLS| --?[$Stat_Col] -eq 1|STAT_NO_BLANK_CELLS --&tblStat|+ [td][/td] --:STAT_NO_BLANK_CELLS| --/~LenS|string;length;[&tblStat] --/+Debug2| Length Cond: [&LenC] Stat: [&LenS] --&tblCond|[t [&tStyle]] [&tblCond] [/tr] [/t] --&tblStat|[t [&tStyle]] [&tblStat] [/tr] [/t] --/~LenS|string;length;[&tblStat] --/+Debug3| Length Cond: [&LenC] Stat: [&LenS] -->SECTION_HEADER|Mark Conditions --+|[&tblCond] -->SECTION_HEADER|Mark Status --+|[&tblStat] --X| --:SET_STATUSMARK| --~Arg|string;split;\;[&reentryval] --/+Debug|[&reentryval] --/+Debug|[&Arg1] [&Arg2] --&TokenId|[&Arg1] --&SM|[&Arg2] --#titleCardBackground|#932729 --#oddRowBackground|#CEC7B6 --#evenRowBackground|#B6AB91 --#Title|[&SM] --#leftsub|[*[&TokenId]:t-name] --#rightsub|Status --#hidecard|0 --C[&SM] |Blinded:Blinded |Charmed:Charmed |Dead:Dead |Deafened:Deafened |Diseased:Diseased |Exhaustion Level 1:Exhaustion Level 1 |Exhaustion Level 2:Exhaustion Level 2 |Exhaustion Level 3:Exhaustion Level 3 |Exhaustion Level 4:Exhaustion Level 4 |Exhaustion Level 5:Exhaustion Level 5 |Exhaustion Level 6:Exhaustion Level 6 |Frightened:Frightened |Grappled:Grappled |Incapacitated:Incapacitated |Invisible:Invisible |Paralyzed:Paralyzed |Petrified:Petrified |Poisoned:Poisoned |Prone:Prone |Restrained:Restrained |Stunned:Stunned |Unconscious:Unconscious |Advantage:Advantage |Armor of Agathys:Armor of Agathys |Baned:Baned |Bardic Inspiration:Bardic Inspiration |Bladesong:Bladesong |Blessed:Blessed |Blindsight:Blindsight |Blink:Blink |Blur:Blur |Booming Blade:Booming Blade |Cold Resistance:Cold Resistance |Concentrating:Concentrating |Cursed:Cursed |Detect Magic:Detect Magic |Disadvantage:Disadvantage |Divine Favor:Divine Favor |Dodging:Dodging |Dying:Dying |Emboldening Bond:Emboldening Bond |Favored Foe:Favored Foe |Fire Resistance:Fire Resistance |Flying:Flying |Half Cover:Half Cover |Hasted:Hasted |Hexblades Curse:Hexblades Curse |Hexed:Hexed |Hunters Mark:Hunters Mark |Hypnotized:Hypnotized |Inspiration:Inspiration |Lightning Resistance:Lightning Resistance |Mage Armor:Mage Armor |Mirror Image:Mirror Image |On Fire:On Fire |Poison Resistance:Poison Resistance |Raging:Raging |Readied Action:Readied Action |Reckless Attack:Reckless Attack |Renown Potion:Renown Potion |Resistance:Resistance |Sanctuary:Sanctuary |Shell Defense:Shell Defense |Shield of Faith:Shield of Faith |Silenced:Silenced |Sleeping:Sleeping |Slowed:Slowed |Spider Climb:Spider Climb |Stabilized:Stabilized |Stealth:Stealth |Stopped:Stopped |Three Quarter Cover:Three Quarter Cover |Truesight:Truesight |Warding Bond:Warding Bond --+ERROR|[b][c]Status not found![/c][/b] --:Blinded| --&Marker|blinded::4276397 --#rightsub|Condition --@token-mod|_off has_bright_light_vision has_night_vision emits_bright_light emits_low_light --+[sm width=25px]blinded[/sm]|You are blind and cannot see. --+[sm width=25px]advantage[/sm]|Attack rolls against you have advantage. --+[sm width=25px]disadvantage[/sm]|Your attack rolls are at disadvantage. --+|You automatically fail any ability check that requires sight. --^MARK| --:Charmed| --&Marker|charmed::4276401 --#rightsub|Condition --+[sm width=25px]charmed[/sm]|You are charmed. --+|You cannot attack your charmer or target your charmer with harmful abilities or magical effects. --+[sm width=25px]advantage[/sm]|Your charmer has advantage on any ability check to interact socially with you. --^MARK| --:Dead| --&Marker|dead --@token-mod|_off has_bright_light_vision has_night_vision emits_bright_light emits_low_light --@token-mod|_set bar1_current|0 --+[sm width=25px]exhaustion-lvl-6[/sm]|[c]You are [b]DEAD![/b][/c] --+|[c]You know, as in [b]Dead! Dead![/b][/c] --+|[c]No really, you're[sm width=25px]exhaustion-lvl-6[/sm][/c] --+|[c]Unless of course some one revivifies[/c] [c]or resurrects you, because after all[/c] --+|[c][i]"Nobody dies in 5e"[/i][/c] --+|[r][b]~ Rocco ~[/r][/b] --^MARK| --:Deafened| --&Marker|deafened::4276405 --#rightsub|Condition --+[sm width=25px]deafened[/sm]|You've been deafened, and can no longer hear anything. --+|You automatically fail any ability check that requires hearing. --^MARK| --:Diseased| --&Marker|diseased::4276409 --#rightsub|Status --+[sm width=25px]diseased[/sm]|You're diseased! --+|[i]See Diseases[/i] --+[sm width=25px]exhaustion-lvl-1[/sm]|You gain one level of exhaustion, which cannot be removed until the disease is cured --+|Any event that causes stress: Combat, taking damage, Dear, or a nightmare—requires DC 13 Constitution saving throw. --+[sm width=25px]incapacitated|On a failed save you become incapacitated for one minute [i](10 turns)[/i] --+|You may repeat the saving throw on each of your turns, ending the [sm width=25px]incapacitated[/sm] incapacitated condition with a successful saving throw. --+|At the end of each long rest, you may make a DC 13 Constitution saving throw. --+[sm width=25px]exhaustion-lvl-2[/sm]|On a failed save, you gain another level of exhaustion --+|On a successful save, the DC for the Constitution saving throw drops by [sm width=25px]1d6[/sm] --+|When the DC Constitution saving throw drops to 0, you recover from the disease, OR when a lesser restoration spell is cast on you --^MARK| --:Exhaustion Level 1| --&Marker|exhaustion-lvl-1::4276414 --#rightsub|Condition --#Title|Exhaustion - Level 1 --+[sm width=25px]exhaustion-lvl-1[/sm]|You are exhausted. --+[sm width=25px]disadvantage[/sm]|You have disadvantage on all ability checks. --+|Any effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. --+|Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1 --^MARK| --:Exhaustion Level 2| --&Marker|exhaustion-lvl-2::4276415 --#rightsub|Condition --#Title|Exhaustion Level 2 --+[sm width=25px]exhaustion-lvl-2[/sm]|You have now reached the 2nd level of exhaustion: --+[sm width=25px]disadvantage[/sm]|You have disadvantage on all ability checks. --+[sm width=25px]slowed[/sm]|Your speed is now halved --+|Any effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. --+|Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1 --^MARK| --:Exhaustion Level 3| --&Marker|exhaustion-lvl-3::4276416 --#rightsub|Condition --#Title|Exhausted Level 3 --+[sm width=25px]exhaustion-lvl-3[/sm]|You have now reached the 3rd level of exhaustion. --+[sm width=25px]disadvantage[/sm]|You have disadvantage on all ability checks. --+[sm width=25px]slowed[/sm]|Your speed is now halved --+[sm width=25px]disadvantage[/sm]|You are disadvantaged on all attack and saving throws --+|An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. --+|Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1 --^MARK| --:Exhaustion Level 4| --&Marker|exhaustion-lvl-4::4276417 --#rightsub|Condition --#Title|Exhaustion Level 4 --+[sm width=25px]exhaustion-lvl-4[/sm]|You have now reached the 4th level of exhaustion. --+[sm width=25px]disadvantage[/sm]|You have disadvantage on all ability checks. --+[sm width=25px]slowed[/sm]|Your speed is now halved --+[sm width=25px]disadvantage[/sm]|You are disadvantaged on all attack and saving throws --+|Your hit point maximum is now halved --@token-mod|_set bar1_current|/2 --@token-mod|_set bar1_max|/2 --+|An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. --+|Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1 --^MARK| --:Exhaustion Level 5| --&Marker|exhaustion-lvl-5::4276418 --#rightsub|Condition --#Title|Exhaustion Level 5 --+[sm width=25px]exhaustion-lvl-5[/sm]|You have now reached the 5th level of exhaustion. --+[sm width=25px]disadvantage[/sm]| You have disadvantage on all ability checks. --+[sm width=25px]slowed[/sm]|Your speed is now halved --+[sm width=25px]disadvantage[/sm]|You are disadvantaged on all attack and saving throws --+|Your hit point maximum is now halved --+[sm width=25px]stopped[/sm]|Your speed is now reduced to zero. --+|An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. --+|Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1 --^MARK| --:Exhaustion Level 6| --&Marker|exhaustion-lvl-6::4276847 --#rightsub|Condition --#Title|Exhaustion Level 6 --@token-mod|_off has_bright_light_vision has_night_vision emits_bright_light emits_low_light --@token-mod|_set bar1_current|0 --+[sm width=25px]exhaustion-lvl-6[/sm]|You are [b]DEAD![/b] --+|[c]You know, as in [b]DEAD! DEAD![/b][/c] --+|[c]No really, you're [sm width=25px]exhaustion-lvl-1[/sm][/c] --+|[c]Unless of course someone revivifies[/c] [c]or resurrects you, because after all[/c] --+|[c][i]"Nobody dies in 5e"[/i] --+|[r][b]~ Rocco[/b][/r] --^MARK| --:Frightened| --&Marker|frightened::4276422 --#rightsub|Condition --#Title|Frightened --+[sm width=25px]frightened[/sm]|You are frightened! --+[sm width=25px]disadvantage[/sm]|You are disadvantaged on all ability checks and attack rolls while the source of your fear is within your line of sight. --+|You cannot willingly move closer to the source of your fear. --^MARK| --:Grappled| --&Marker|grappled::4276467 --#rightsub|Condition --#Title|Grappled --+[sm width=25px]grappled[/sm]|You are grappled. --+[sm width=25px]stopped[/sm]|You're speed is now zero, and you cannot benefit from any bonuses to your speed. --+|The condition ends if your grappler becomes [sm width=25px]incapacitated[/sm] --+|The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by a ⛈️ thunderwave spell. --^MARK| --:Incapacitated| --&Marker|incapacitated::4276430 --#rightsub|Condition --#Title|Incapacitated --+[sm width=25px]incapacitated[/sm]|You are incapacitated --+|You cannot take actions or reactions. --^MARK| --:Invisible| --&Marker|invisible::4276432 --#rightsub|Condition --#Title|Invisible --@token-mod| _set currentside|2 --+[sm width=25px]invisible[/sm]|You're invisible --+|Invisible creatures are impossible to see without the aid of magic or a special senses, [i](blindsight, or truesight)[/i]. --+|For the purpose of hiding, you are heavily obscured. --+|Your location can only be detected by the  you make or any you leave. --+|Attack rolls against you are at [sm width=25px]disadvantage[/sm] disadvantage. --+|Your attack rolls have [sm width=25px]advantage[/sm] advantage. --^MARK| --:Paralyzed| --&Marker|paralyzed::4276437 --#rightsub|Condition --#Title|Paralyzed --+[sm width=25px]paralyzed[/sm]|You're paralyzed. --+[sm width=25px]incapacitated[/sm]|You are incapacitated, and cannot take any actions or reactions. --+[sm width=25px]stopped[/sm]|You cannot move --+[sm width=25px]Silenced[/sm]|You cannot speak. --+|You automatically fail all strength and dexterity saving throws. --+[sm width=25px]advantage[/sm]|All attack rolls against you have advantage. --+|Any attack that hits you is a critical hit doing double damage, **IF** the attacker is within 5 feet of you. --^MARK| --:Petrified| --&Marker|petrified::4276438 --#rightsub|Condition --#Title|Petrified --@token-mod|_off has_bright_light_vision has_night_vision emits_bright_light emits_low_light --+[sm width=25px]petrified[/sm]|You're petrified. --+|You are transformed, along with any ***nonmagical*** objects you're wearing or carrying, into a solid inanimate substance *(usually stone)*. --+[sm width=25px]incapacitated[/sm]|You are incapacitated [i](see the condition)[/i], --+[sm width=25px]stop[/sm]|You cannot move --+[sm width=25px]silenced[/sm]|You cannot speak --+|You are unaware of your surroundings. --+|Your weight increases by a factor of ten --+|You cease to age. --+[sm width=25px]advantage[/sm]|All attack rolls against you have advantage. --+|You automatically fail all strength and dexterity saving throws. --+[sm width=25px]resistance[/sm]|You have resistance to all damage. --+[sm width=25px]immunity[/sm]|You have immunity to all poisons and diseases --+[sm width=25px]poisoned[/sm]|Poisons already in your system is only suspended, not neutralized. --+[sm width=25px]disease[/sm]|Disease already in your system is only suspended, not neutralized. --^MARK| --:Poisoned| --&Marker|poisoned::4276439 --#rightsub|Condition --#Title|Poisoned --+[sm width=25px]poisoned[/sm]|You're poisoned. --+ [sm width=25px]disadvantage[/sm]|You are disadvantaged on all attack rolls and ability checks. --^MARK| --:Prone| --&Marker|prone::4276441 --#rightsub|Condition --#Title|Prone --+[sm width=25px]prone[/sm]|You're prone. --+[sm width=25px]exhaustion-lvl-4[/sm]|Your only movement option is to crawl, every foot of movement while crawling costs 1 extra foot. So, crawling 1 foot in difficult terrain, costs 3 feet of movement. Unless, of course you stand up and thereby end the condition; doing so takes half your speed. --+[sm width=25px]disadvantage[/sm]|You have disadvantage on all attack rolls. --+[sm width=25px]advantage[/sm]|An attack roll against you has advantage **IF** the attacker is within 5 feet of you. --+[sm width=25px]disadvantage[/sm]|An attack roll against you has disadvantage **IF** the attacker is more than 5 feet from you. --^MARK| --:Restrained| --&Marker|restrained::4276447 --#rightsub|Condition --#Title|Restrained --+[sm width=25px]restrained[/sm]|You are restrained. --+[sm width=25px]stopped[/sm]|Your speed becomes zero, and it cannot benefit from any bonuses. --+[sm width=25px]advantage[/sm]|All attack rolls against you have advantage. --+[sm width=25px]disadvantage[/sm]|Your attack rolls have Disadvantage. --+[sm width=25px]disadvantage[/sm]|You have disadvantage on all dexterity saving throws. --^MARK| --:Stunned| --&Marker|stunned::4276458 --#rightsub|Condition --#Title|Stunned --+[sm width=25px]stunned[/sm]|You are stunned. --+[sm width=25px]incapacitated[/sm]|You are incapacitated and cannot take any actions or reactions. --+[sm width=25px]stopped[/sm]|You cannot move, and can speak only falteringly. --+[sm width=25px]advantage[/sm]|All attack rolls against you have advantage --+|You automatically fail all strength and dexterity saving throws. --^MARK| --:Unconscious| --&Marker|unconcious::4276461 --#rightsub|Condition --#Title|Unconscious --@token-mod|_off has_bright_light_vision has_night_vision emits_bright_light emits_low_light --+[sm width=25px]unconscious[/sm]|You are unconscious. --+[sm width=25px]incapacitated[/sm]|You are incapacitated and cannot take any actions or reactions --+[sm width=25px]stopped[/sm]|You cannot move or speak, and you're unaware of your surroundings. --+[sm width=25px]prone[/sm]|You drop whatever your holding and fall prone. --+[sm width=25px]advantage[/sm]|All attack rolls against you have advantage --+|Any attack that hits you is a critical hit [b]IF[/b] the attacker is within 5 feet of you --+|You automatically fail all strength and dexterity saving throws. --^MARK| --:Advantage| --&Marker|advantage::4274438 --#rightsub|Status --+[sm width=25px]advantage[/sm]| You have advantage on all ability throws, attack throws, and saving throws. --^MARK| --:Armor of Agathys| --&Marker|armor-of-agathys::4276392 --#rightsub|Status --+[sm width=25px]armor-of-agathys[/sm]|A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. --+|You gain 5 temporary hit points for the duration [i](one hour).[/i] --+|[b]IF[/b] a creature hits you with a melee attack while you have these temporary hit points, the creature takes 5 cold damage. --^MARK| --:Baned| --&Marker|baned::4276393 --#rightsub|Status --@setattr|_sel _repeating_savemod_$0_global_save_active_flag|1 _silent --@setattr|_sel _repeating_tohitmod_$0_global_attack_active_flag|1 _silent --@act| -1| 10| _Bane [*[&ThisTarget]:character_name] --+[sm width=25px]baned[/sm]|You've are baned. --+|You must roll [b]1d4[/b] and subtract the number rolled from all attack rolls or saving throws for the duration [i](for up to 1 minute, turn turns)[/i] --^MARK| --:Bardic Inspiration|Mark --&Marker|bardic-inspiration::4276394 --#rightsub|Status --@setattr|_sel _repeating_savemod_$1_global_save_active_flag|1 _silent --@setattr|_sel _repeating_tohitmod_$1_global_attack_active_flag|1 _silent --@setattr|_sel _repeating_skillmod_$0_global_skill_active_flag|1 _silent --@act| -1| 100| _Bardic Inspiration [*[&ThisTarget]:character_name] --+|You've been inspired through stirring words and/or music of your bards performance. --+[sm width=25px]bardic-inspiration[/sm]|You've gained one bardic inspiration diee. --+| • Once within the next 10 minutes, you can roll the [sm width=25px]bardic-inspiration[/sm] and add the number rolled to one ability check, attack roll, or saving throw. --+| • You can wait until after you roll your **d20** before deciding to use your [sm width=25px]bardic-inspiration[/sm], but must decide before the DM says whether the roll succeeds or fails. --+| • Once you've used the [sm width=25px]bardic-inspiration[/sm] is rolled, it is gone. --+| • You can have only one [sm width=25px]bardic-inspiration[/sm] at a time. --^MARK| --:Bladesong| --&Marker|bladesong::4276395 --#rightsub|Status --+[sm width=25px]bladesong[/sm]|Your Bladesong lasts for up to 1 minute (ten turns) --+|Provided that you aren’t wearing medium or Heavy Armor or using a Shield. --+[sm width=25px]stopped[/sm]|It ends if you become: --+[sm width=25px]incapacitated[/sm]|Incapacitated --+[sm width=25px]mage-armor[/sm]|You put on medium or heavy armor --+[sm width=25px]resistance[/sm]|You use a shield --+|[b]IF[/b] you use two hands to make an attack with a weapon. --@act| -1| 10| _Bladesong [*[&ThisTarget]:character_name] --+[sm width=25px]ac[/sm]|You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). --+[sm width=25px]hasted[/sm]|You are graced with supernatural speed [i](your walking speed increases by 10 feet.)[/i] and agility. --+[sm width=25px]advantage[/sm]|You have advantage on acrobatics checks --+[sm width=25px]concentrating[/sm]|You gain a bonus to any constitution saving throw you make to maintain your on a spell. The bonus equals your Intelligence modifier (minimum of +1). --^MARK| --:Blessed| --&Marker|blessed::4276396 --#rightsub|Status --@setattr|_sel _repeating_savemod_$2_global_save_active_flag|1 _silent --@setattr|_sel _repeating_tohitmod_$2_global_attack_active_flag|1 _silent --@act| -1| 10| _Bless [*[&ThisTarget]:character_name] --+[sm width=25px]blessed[/sm]|You've been blessed by the gods! --+|You may roll [sm width=25px]1d4[/sm] and add the number rolled to your attack roll or saving throw for the the duration of the spell (up to 1 minute or 10 turns). --^MARK| --:Blindsight| --&Marker|blindsight::4276463 --rightsub|Status --@token-mod|_on has_night_vision --@token-mod|_set night_distance|10 --+[sm width=25px]blindsight[/sm]|You can perceive your surroundings without relying on sight, within a specific radius. --^MARK| --:Blink| --&Marker|blink::4276398 --#rightsub|Status --+|Roll a [sm width=25px]1d20[/sm] at the end of each of your turns for the duration of the spell, [i](one minute, 10 turns)[/i]. --+|On a roll of [b]11[/b] or higher, you [sm width=25px]blink[/sm] from your current plane of existence and appear on the Ethereal plane. --@token-mod|_set aura1_radius|60 --@token-mod|_set aura1_color|#c0c0c0 --@act| -1| 10| _Blink [*[&ThisTarget]:character_name] --+|At the start of your next turn, and when the spell ends, [i](you can dismiss this spell as an action)[/i] [b]IF[/b] you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. --+|While you are on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in Shades of Gray, and you can't see anything more than 60 feet away. --+|While you are on the Ethereal Plane, you can only affect and be affected by other creatures on the Ethereal Plane. --+|While on the Ethereal Plane you cannot be perceived by or affected by creatures on another plane, unless they have the ability to do so. --^MARK| --:Blur| --&Marker|blur::4276399 --#rightsub|Status --@act| -1| 100| _Blur [*[&ThisTarget]:character_name] --+[sm width=25px]blur[/sm]|Your body becomes blurred, shifting and wavering to all who can see you. --+|Attack rolls against you are at [sm width=25px]disadvantage[/sm] for as long as you maintain [sm width=25px]concentrating[/sm] or the spell last [i](up to one minute or 10 turns)[/i]. --+|Unless an attacker is immune to this effect because it has [sm width=25px]blindsight[/sm] or [sm width=25px]truesight[/sm] --^MARK| --:Booming Blade| --&Marker|booming-blade::4276400 --#rightsub|Status --+[sm width=25px]booming-blade[/sm]|You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. --+|On a hit, the target suffers the weapon's normal melee damage and then becomes sheathed in booming energy until the start of your next turn. --@act| -1| 1| _Booming Blade [*[&ThisTarget]:character_name] --+|[b]IF[/b] the target willingly moves 5 feet or more before then, it immediately takes [sm width=25px]1d8[/sm] ⛈️damage, and the spell ends. --^MARK| --:Cold Resistance| --&Marker|cold-resistance::4276464 --#rightsub|Status --+[sm width=25px]cold-resistance[/sm]|You gain Resistance to cold damage. --+|You take half the damage from any cold damage, for 1 hour. --@act| -1| 600| _Cold Resistance [*[&ThisTarget]:character_name] --^MARK| --:Concentrating| --&Marker|concentrating::4276403 --#rightsub|Status --+[sm width=25px]concentrating[/sm]|You are concentrating on a spell. --+|You lose concentration on a spell [b]IF[/b] --+| • You cast another spell that requires [sm width=25px]concentrating[/sm] --+| • You become [sm width=25px]incapacitated[/sm] incapacitated or [sm width=25px]exhaustion-lvl-6[/sm] --+|Whenever you take damage while you are concentrating on a spell, you must make a constitution saving throw to maintain your [sm width=25px]concentrating[/sm] --+|The constitution saving throw DC is 10 [b]OR[/b] half the damage you take, which ever is greater. --+|[b]IF[/b] you take damage from multiple sources, such as an arrow and a dragon’s breath, [b]THEN[/b] you make a separate constitution saving throws for each source of damage. --^MARK| --:Cursed| --&Marker|cursed::4276404 --#rightsub|Status --+[sm width=25px]cursed[/sm]|You have been cursed. --+[sm width=25px]disadvantage[/sm]|You have disadvantage on all ability checks and saving throws made with the cursed ability score. --+[sm width=25px]disadvantage[/sm]|You are disadvantaged on attack rolls against the person who cursed you as long as you're cursed. --+|You must make a wisdom saving throw at the start of each of your turns, while cursed. [b]IF[/b] you fail, you waste an action that turn doing nothing. --+|Only a remove curse spell ends this effect. --^MARK| --:Detect Magic| --&Marker|detect-magic::4276407 --@token-mod|_set aura1_radius|30 --@token-mod|_set aura1_color|#C0FDFF --@act| -1| 100| _Detect Magic [*[&ThisTarget]:character_name] --+[sm width=25px]detect-magic[/sm]|You're detecting magic --+|For the duration, up to 10 minutes [i](100 turns)[/i] you can sense the presence of magic within 30 feet of you. --+|[b]IF[/b] you sense magic in this way, you use your action to see a faint aura around any visible creature or object in the area that bears magic; and learn its school of magic, if any. --+|However, while this spell can penetrate most barriers, it is blocked by: --+|✳️ 3 feet of wood or dirt. --+|✳️ 1 foot of stone --+|✳️ 1 inch of common metal --+|✳️ or a thin sheet of lead --^MARK| --:Disadvantage| --&Marker|disadvantage::4276408 --#rightsub|Status --+[sm width=25px]disadvantage[/sm]|You currently have disadvantage on all attack rolls, ability checks, and saving throws --^MARK| --:Divine Favor| --&Marker|divine-favor::4276410|concentrating::4276403 --#rightsub|Status --@setattr|_sel _repeating_damagemod_$0_global_damage_active_flag|1 _silent --@act| -1| 10| _Divine Favor [*[&ThisTarget]:character_name] --+[sm width=25px]divine-favor[/sm]|Your deity has empowered you with divine radiance --+|Your weapon attacks deal an extra [sm width=25px]1d4[/sm] radiant damage on a hit. --+|For as long as you maintain [sm width=25px]concentrating[/sm] or until the spell ends, up to 1 minute [i](10 turns)[/i] --^MARK| --:Dodging| --&Marker|dodging::4276411 --#rightsub|Status --+[sm width=25px]dodging[/sm]|Your dodging, focusing all your attention on avoiding attacks. --+[sm width=25px]advantage[/sm]|You make all dexterity saving throws with advantage. --+[sm width=25px]disadvantage[/sm]|Until the start of your next turn, all attack rolls against you have disadvantage [b]IF[/b] you can see the attacker. --+|You lose this benefit if you become[sm width=25px]incapacitated[/sm] or [b]IF[/b] your movement/speed drops to 0. --^MARK| --:Dying| --&Marker|dying::4276412 --#rightsub|Status --@token-mod|_off has_bright_light_vision has_night_vision emits_bright_light emits_low_light --@token-mod|_set bar1_current|0 --+[sm width=25px]dying[/sm]|[b]You are Dying![/b] and currently are at [b]0[/b] hit points --+[sm width=25px]unconscious[/sm]|You are [b]unconscious[/b], cannot move or speak; and are currently unaware of your surroundings. . --+[smwidth=25px]incapacitated[/sm]|You are incapacitated [i](see condition)[/i] --+[sm width=25px]prone[/sm]|You are prone and have dropped whatever you were holding. --+|You automatically fail all strength and dexterity saving throws. --+[sm width=25px]advantage[/sm]|All attack rolls against you have advantage. --+|[b]IF[/b] an attacker is within 5 feet of you and hits you it is a critical hit. --+|[b]IF[/b] you take any damage while you are at [b]0[/b] hit points, you suffer a death saving throw failure. --+|[b]IF[/b] the damage is from a critical hit, you suffer two failures instead. --+|[b]IF[/b] the damage equals or exceeds your hit point maximum, you suffer an [b]Instant Death[/b] --+|You must start making death saves on each of your turns until you make either: --+| • [b]3[/b] successful death saves, --+| • [b]3[/b] failing death saves, --+| • [b]OR[/b] are either healed or stabilized --^MARK| --:Emboldening Bond| --&Marker|emboldening-bond::4276413 --#rightsub|Status --+[sm width=25px]emboldening-bond[/sm]|You are bonded! --@setattr|_sel _repeating_savemod_$3_global_save_active_flag|1 _silent --@setattr|_sel _repeating_tohitmod_$3_global_attack_active_flag|1 _silent --@setattr|_sel _repeating_skillmod_$1_global_skill_active_flag|1 _silent --+|As long as you are within 30 feet of your bonded partner --+|You can roll 1 [sm width=25px]1d4[/sm] and add the number to any ability check, attack roll, or saving throws --+|You may only do this once per turn. --^MARK| --:Favored Foe| --&Marker|concentrating::4276403 --#rightsub|Status --@setattr|_sel _repeating_damagemod_$1_global_damage_active_flag|1 _silent --@act| -1| 10| _Favored Foe [*[&ThisTarget]:character_name] --+[sm width=25px]favored-foe[/sm]|You call upon your mystical bond with Nature to mark a target, which you have hit, as your Favored Enemy. --+|For 1 minute [i](10 turns)[/i] or until you lose your [sm width=25px]concentrating[/sm] (as if you were concentrating on a spell). --+|The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can roll a [sm width=25px]1d4[/sm] and add it to the damage dealt by your attack. --^MARK| --:Fire Resistance| --#rightsub|Status --&Marker|fire-resistance::4276420 -#rightsub|Status --+[sm width=25px]fire-resistance[/sm]|You have resistance to fire damage. --+|You take half damage from any fire damage for 1 hour. --@act| -1| 600| _Fire Resistance [*[&ThisTarget]:character_name] --^MARK| --:Flying| --&Marker|flying::4276421 --#rightsub|Status --@act| -1| 100| _Flying [*[&ThisTarget]:character_name] --+[sm width=25px]flying[/sm]|You are flying. --+|You gain a flying speed of 60 feet for the duration of the spell, [i](up to 1 minute, 10 turns)[/i] --+|[b]IF[/b] You --+| • lose [sm width=25px]concentrating[/sm] on the spell --+| • are knocked [sm width=25px]prone[/sm] --+| • have your movement speed [sm width=25px]stopped[/sm] --+| • are deprived of the ability to move --+|or the spell ends, you fall if you're still aloft, unless you can stop the fall. --+|[b]THEN[/b] you take [sm width=25px]1d6[/sm] bludgeoning damage for every 10 feet you fall. --+|[b]UNELSS[/b] you have the ability to hover or are being held aloft by magic. --^MARK| --:Half Cover| --&Marker|half-cover::4276424 --#rightsub|Status --+[sm width=25px]half-cover[/sm]|You are half covered. --+|A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or another creature, whether that creature is an enemy or a friend. --+[sm width=25px]ac[/sm]|You get a +2 bonus to AC and dexterity saving throws. --@token-mod|_set bar3_current|+2 _silent --^MARK| --:Hasted| --&Marker|hasted::4276425 --#rightsub|Status --@act| -1| 10| _Haste [*[&ThisTarget]:character_name] --+[sm width=25px]hasted[/sm]|You've been hasted; your movement speed is doubled. --+[sm width=25px]advantage[/sm]|You have advantage on all dexterity saving throws. --+[sm width=25px]resistance[/sm]|You gain a +2 bonus to AC --@token-mod| _set bar3_current|+2 _silent --+|You gain an additional action on each of your turns. However, that action can be used only to take --+| • An attack action [i](one weapon attack only)[/i] --+| • Dash --+| • Disengage --+| • Hide --+| • or use an object action. --+|When the effect ends, [i](up to 1 minute, 10 turns)[/i] you cannot move or take actions until after its next turn, as a wave of lethargy sweeps over you. --^MARK| --:Hexblades Curse| --&Marker|hexblades_Curse::4276426 --#rightsub|Status --@act| -1| 10| _Hexblades Curse [*[&ThisTarget]:character_name] --+[sm width=25px]hexblades-curse[/sm]|Until the curse ends [i](for up 1 minute, 10 turns)[/i] you gain the following benefits: --+| • A bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. --+| • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on a [sm width=25px]1d20[/sm]. --+|The curse ends early if either you or your target [sm width=25px]exhaustion-lvl-6[/sm], or you become [sm width=25px]incapacitated[/sm] --+|If the cursed target [sm width=25px]exhaustion-lvl-6[/sm], you regain hit points equal to your warlock level + your charisma modifier (a minimum of 1 hit point) --^MARK| --:Hexed| --&Marker|concentrating::4276403 --#rightsub|Status --@act| -1| 600| _Hexblades Curse [*[&ThisTarget]:character_name] --+[sm width=25px]hexed[/sm]|You've hexed a creature --+[sm width=25px]concentrating[/sm]|Until you lose concentration or the spell ends [i](up to 1 hour, 600 turns)[/i]. --+|The hexed creature has [sm width=25px]disadvantage[/sm] on ability checks made with your chosen ability. --+|You deal an extra [sm width=25px]1d6[/sm] necrotic damage whenever you hit the target with an attack. --+|[b]IF[/b] the target [sm width=25px]exhaustion-lvl-6[/sm] before this spell ends, you can use a bonus action on a subsequent turn of yours to hex a new creature. --^MARK| --:Hunters Mark| --&Marker|concentrating::4276403 --#rightsub|Status --@act| -1| 10| _Hunter's Mark [*[&ThisTarget]:character_name] --+[sm width=25px]hunters-mark[/sm]|You chose a creature you can see within range and mystically mark it as your quarry. --+|Until your [sm width=25px]concentrating[/sm] breaks or the spell ends, [i](up to 1 minute, 10 turns)[/i] you deal an extra [sm width=25px]1d6[/sm] damage to the target whenever you hit it with a weapon attack. --@setattr|_sel _repeating_damagemod_$2_global_damage_active_flag|1 _silent --+[sm width=25px]advantage[/sm]|You have advantage on any perception or survival check you make to find it. --+|[b]IF[/b] the target [sm width=25px]exhaustion-lvl-6[/sm] before the spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. --+|[b]At Higher Levels[/b] When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. --^MARK| --:Hypnotized| --&Marker|hypnotized::4276429 --#rightsub|Status --+[sm width=25px]hypnotized[/sm]|You've been hypnotized. --+[sm width=25px]charmed[/sm]|While charmed, for for [i](up to 1 minute, 10 turns)[/i], you are [sm width=25px]incapacitated[/sm] and have a movement speed of [sm width=25px]stopped[/sm] --+|The charm ends [b]IF[/b]: --+| • You take any damage --+| • Somone else uses an action to shake you out of your stupor. --^MARK| --:Inspiration| --&Marker|inspiration::4276431 --#rightsub|Status --+[sm width=25px]inspiration[/sm]|You've received inspiration from the Gods! --+|for exemplary role playing or other outstanding actions --+|You can expend your [sm width=25px]inspiration[/sm] dice whenever you make an attack roll, saving throw, or ability check. --+|Spending your Inspiration gives you [sm width=25px]advantage[/sm] on that roll. --^MARK| --:Lightning Resistance | --&Marker|lightning-resistance::4276433 --#rightsub|Status --+[sm width=25px]lightning-resistance[/sm]|You gain resistance to lightning damage for 1 hour [i](600 turns)[/i]. --@act| -1| 600| _Lightning Resistance [*[&ThisTarget]:character_name] --^MARK| --:Mage Armor| --&Marker|mage-armor::4276434 --#rightsub|Status --+[sm width=25px]mage-armor[/sm]|A protective magical force surrounds you until the spell ends, or for 8 hours, [i](800 turns)[/i]. --+[sm width=25px]ac[/sm]|You base AC becomes 13 + your dexterity modifier. --+|The spell ends if you put on armor or if the spell is dismissed as an action. --^MARK| --:Mirror Image| --&Marker|mirror-image::4276435 --#rightsub|Status --@act| -1| 10| _Mirror Image[*[&ThisTarget]:character_name] --+[sm width=25px]mirror-image[/sm]|Three illusory duplicates of yourself appear in your space. --+|Until the spell ends, up to 1 minute [i](10 turns)[/i] the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. --+|Each time a creature targets you with an attack, roll a [sm width=25px]1d20[/sm] to determine whether the attack instead targets one of your duplicates. --+|[b]IF[/b] you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. --+|[b]IF[/b] you have two duplicates, you must roll an 8 or higher. --+|[b]IF[/b] you have one duplicate, you must roll an 11 or higher. --+|A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. --+|A creature is unaffected by this spell [b]IF[/b]: --+| • It can’t see --+| • It relies on senses other than sight, such as [sm width=25px]blindsight[/sm] --+| • It can perceive illusions as false, as with [sm width=25px]truesight[/sm] --+|The spell ends when all three duplicates are destroyed, or when you use an action to dismiss the illusory duplicates. --^MARK| --:On Fire| --&Marker|on-fire::4276436 --#rightsub|Status --+[sm width=25px]on-fire[/sm]|You are on fire! --+|You will take [sm width=25px]1d6[/sm] [sm width=25px]on-fire[/sm] damage on each of your turns until you put it out. --+|You can end this damage by using an action to make a DC 10 dexterity check to extinguish the flames. --^MARK| --:Poison Resistance| --&Marker|poison-resistance::4276440 --#rightsub|Status --@act| -1| 600| _Poison Resistance[*[&ThisTarget]:character_name] --+[sm width=25px]posion-resistance[/sm]|You have resistance to poison damage for 1 hour. --^MARK| --:Raging| --&Marker|raging::4276442 --#rightsub|Status --@setattr|_sel _repeating_damagemod_$3_global_damage_active_flag|1 _silent --@act| -1| 10| _Raging[*[&ThisTarget]:character_name] --+[sm width=25px]raging[/sm]|You're raging and fight with a primal ferocity, for up to 1 minute, [i](10 turns)[/i]. --+|While raging, you gain the following benefits [b]IF[/b] you aren’t wearing heavy armor: --+[sm width=25px]advantage[/sm]| You have advantage on strength checks and strength saving throws. --+[sm width=25px]resistance[/sm]|You have resistance to bludgeoning, piercing, and slashing damage. --+|You gain a bonus to the damage roll, when you make a melee weapon attack using strength, --+|[b]IF[/b] you are able to cast spells, you can’t cast them or [sm width=25px]concentrating[/sm] on them while raging. --+|Your rage ends early if you are knocked [sm width=25px]unconscious[/sm] unconscious --+|Your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. --+|You can also end your rage on your turn as a bonus action. --^MARK| --:Readied Action| --&Marker|readied-action::4276443 --#rightsub|Status --+[sm width=25px]readied-action[/sm]|You've readied an action --+|[b]First[/b] Decide what perceivable circumstance will trigger your reaction. --+|[b]Second[/b] Choose the reaction you will take in response to that trigger, or choose to move up to your speed in reaction to it. --+|[b]Third[/b] When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. --+|[b]NOTE[/b] When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. --+|The spell must have a casting time of 1 action. --+|Holding the spell’s magic requires [sm width=25px]concentrating[/sm]. --+|[b]IF[/b] your [sm width=25px]concentrating[/sm] is broken, the spell dissipates without taking effect and expend a spell slot. --+|[b]IF[/b] your trigger never occurs you loose your readied spell and expend a spell slot. --^MARK| --:Reckless Attack| --&Marker|reckless::4276444 --#rightsub|Status --+[sm width=25px]reckless[/sm]|You throw aside all concern for defense and attack with fierce desperation. --+[sm width=25px]advantage[/sm]|Doing so gives you advantage on melee weapon atta⁠ck rolls using strength during this turn. --+[sm width=25px]disadvantage[/sm]|But atta⁠ck rolls against you have advantage until your next turn. --^MARK| --:Renown Potion| --&Marker|renown-potion::4276445 --#rightsub|Status --+[sm width=25px]renown-potion[/sm]|You've received one renown potion --+|Tier 1 potions heal 2 [sm width=25px]1d4[/sm] + 2 hit points --+|Tier 2 potions heal 4 [sm width=25px]1d4[/sm] + 4 hit points --+|Tier 3 potions heal 8 [sm width=25px]1d4[/sm] + 8 hit points --+|Tier 4 potions heal 10 [sm width=25px]1d4[/sm] + 20 hit points --+|You can use this [sm width=25px]renown-potion[/sm] as an action at any time, but once used it is gone. --^MARK| --:Resistance| --&Marker|resistance::4276446 --#rightsub|Status --+[sm width=25px]resistance[/sm]|You have resistance for up to 1 minute [i](10 turns)[/i] --+|You can roll a [sm width=25px]1d4[/sm] and add the number rolled to one saving throw of your choice. --+|You can roll the [sm width=25px]1d4[/sm] before or after making the saving throw. --+|Once you use the [sm width=25px]1d4[/sm] the spell ends. --^MARK| --:Sanctuary| --&Marker|sanctuary::4276448 --#rightsub|Status --+[sm width=25px]sanctuary[/sm]|You have sanctuary. --+|For 1 minute, [i](10 turns)[/i] any creature who targets you with an atta⁠ck or a harmful spell must first make a wisdom saving throw. --+|[b]IF[/b] they fail, then creature must choose a new target or lose the atta⁠ck or spell. --+|You are not protected from area effects, such as the explosion of a [sm width=25px]on-fire[/sm]. --+|[b]IF[/b] you make an attack, cast a spell that affects an enemy, or deal damage to another creature, your [sm width=25px]sanctuary[/sm]ends. --^MARK| --:Shell Defense| --&Marker|shell-defense::4276449 --#rightsub|Status --+[sm width=25px]shell-defense[/sm]|You withdraw into your shell. --+[sm width=25px]ac[/sm]|Until you emerge, you gain a +4 bonus to your AC --@token-mod|_set bar3_current|+4 _silent --+[sm width=25px]advantage[/sm]|You have advantage on strength and constitution saving throws --+|While your in your shell, you are [sm width=25px]prone[/sm] and your movement speed is [sm width=25px]stop[/sm] --+[sm width=25px]disadvantage[/sm]|You have disadvantage on dexterity saving throws. --+|You may not take any reactions. --+|The only action you can take is a bonus action to emerge from your shell --^MARK| --:Shield of Faith| --&Marker|shield-of-faith::4276450 --#rightsub|Status --@act| -1| 10| _Shield of Faith[*[&ThisTarget]:character_name] --@token-mod|_set bar3_current|+2 _silent --+[sm width=25px]shield-of-faith[/sm]|A shimmering field appears and surrounds you --+[sm width=25px]ac[/sm]|You gain +2 bonus to AC for the duration [i](up to 1 minute or 10 turns)[/i]. --^MARK| --:Silenced| --&Marker|silenced::4276451 --#rightsub|Status --@act| -1| 100| _Silenced[*[&ThisTarget]:character_name] --+[sm width=25px]silenced[/sm]|You've been silenced --+|For up to ten minutes [i](100 turns)[/i] you cannot make any vocal sounds --^MARK| --:Sleeping| --&Marker|sleeping::4276452 --#rightsub|Status --@token-mod|_off has_bright_light_vision has_night_vision emits_bright_light emits_low_light --+[sm width=25px]sleeping[/sm]|You in a magical state of sleeping slumber, for 1 minute [i](10 turns)[/i] --+[sm width=25px]unconscious[/sm]|You are unconscious until --+| • The spell ends --+| • You take damage --+| • Someone uses an action to shake or slap you awake. --+|[b]NOTE[/b] creatures immune to being charmed aren’t affected by this spell. --^MARK| --:Slowed| --&Marker|slowed::4276453 --#rightsub|Status --+[sm width=25px]slowed[/sm]|You've been slowed. --+|Your movement speed is halved --+[sm width=25px]ac[/sm]|You take a −2 penalty to AC and dexterity saving throws, and you cannot use your reactions. --@token-mod|_set bar3_current|-2 _silent --+|On your turn, you can use either an action or a bonus action, not both. --+|Regardless of your abilities or magic items, you cannot make more than one melee or ranged attack during your turn. --+|[b]IF[/b] you attempt to cast a spell with a casting time of 1 action, roll a [sm width=25px]1d20[/sm]. --+|On an [b]11[/b] or higher, the spell doesn’t take effect until the your next turn, and you must use your action on that next turn to complete the spell. --+|[b]IF[/b] you cannot completed the spell it is wasted. --+|You make another wisdom saving throw at the end of each of your turns. On a successful save, the effect ends for it. --^MARK| --:Spider Climb| --&Marker|spider-climb::4276454 --#rightsub|Status --+[sm width=25px]spider-climb[/sm]| You gain the ability to climb up, down, and across vertical surfaces and ceilings, while leaving your hands free; for the duration of the spell up to 1 hour [i](600 turns)[/i] --+|You climbing speed is equal to your walking speed. --^MARK| --:Stabilized| --&Marker|stabilized::4276455|-dying::4276412 --#rightsub|Status --@token-mod|_set bar1_current|0 _silent --+[sm width=25px]stabilized[/sm]|You've been stabilized. --+|You no longer need to make death saves. --+[sm width=25px]unconscious[/sm]|You are still unconscious --+|[b]IF[/b] you take any damage while stabilized: --+| • You suffer one death saving throw failure, and must resume making death saves throws. --+| • You suffer two death saving throw failures for a critical hit. --+| • You suffer an instant death, when the damage equals or exceeds your hit point maximum. --+| • You will regain 1 hit point after 1 [sm width=25px]1d4[/sm] hours --^MARK| --:Stealth| --&Marker|stealth::4276456 --#rightsub|Status --+[sm width=25px]stealth[/sm]|Your moving at a stealthy pace, --+|As long as you're not in the open, you can [b]TRY[/b] to surprise or sneak by other creatures you encounter. --+[sm width=25px]advantage[/sm]|You have advantage on attack rolls against creatures, as long as you're hidden, and unseen and unheard). --+|When you make an attack, you give away your location whether the attack hits or misses and you are no longer hidden. --+|When you're hiding, there's always a chance a creature will notice you with their passive perception --^MARK| --:Three Quarter Cover| --&Marker|three-quarter-cover::4276459 --#rightsub|Status --+[sm width=25px]three-quarter-cover[/sm]|You have three quarters cover. --+[sm width=25px]ac[/sm]|You gain a +5 bonus to AC and dexterity Saving Throws. --@token-mod|_set bar3_current|+5 _silent --+|A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. --^MARK| --:Truesight| --&Marker|truesight::4276460 --#rightsub|Status --+[sm width=25px]truesight[/sm]|You have truesight --+|You can see in normal and magical darkness, out to a specific range: --@token-mod|_set aura1_radius|60 --@token-mod|_set aura1_color|#6d9eeb --+[sm width=25px]invisible[/sm]|Invisible creatures and objects --+[sm width=25px]mirror-image[/sm]|Automatically detect visual illusions and succeed on Saving Throws against them. --+[sm width=25px]blur[/sm]|Perceive the original form of a shapechanger or a creature that is transformed by magic. --+|and Into the Ethereal Plane. --^MARK| --:Warding Bond| --&Marker|warding-bond::4276462 --#rightsub|Status --+[sm width=25px]warding-bond[/sm]|You are bonded --+[sm width=25px]ac[/sm]|You have a +1 bonus to AC and saving throws. --@token-mod|_set bar3_current|+1 _silent --+[sm width=25px]resistance[/sm]|You have resistance to all damage for the duration of this bond, 1 hour [i](600 turns)[/i] --+|Your bonded partner takes the same amount of damage as you do whenever you're damaged. --+|The bond [sm width=25px]stop[/sm] --+| • [b]IF[/b] you become separated by more than 60 feet from your bonded partner --+| • [b]IF[/b] your bonded partner drops to 0 hit points. --^MARK| --:MARK| --@token-mod|_set statusmarkers|[&Marker] _ids [&TokenId] _ignore-selected --/@token-mod|_set statusmarkers|[&Marker] _ids [&TokenId] --X| --<| --:SECTION_HEADER|Title --&hdrstyle_T|style="width:100%;padding:1px;border-spacing:0px;border-collapse:collapse;text-shadow: 0px 0px 0px black;border:1px solid black;" --&hdrstyle_TR|style="border:0px solid black;" --&hdrstyle_TD|style="width:100%;background-color:#edf7f0;font-size:110%;font-weight:bold;text-align:center" --+|[t [&hdrstyle_T]][tr [&hdrstyle_TR]][td [&hdrstyle_TD]][c][%1%][/c][/td][/tr][/t] --<| }}
ez2rpg, Wow this is a lot. I will go over it and get back to you. I am amazed at all the great things we can do with this script. Thank you for your time. Mongo
1645749757
Kurt J.
Pro
API Scripter
ScriptCards 1.6.4 and new 5E Initiative sample script ScriptCards 1.6.4 is up on the repo . There are a couple of changes here: Added the turn order fix to "turnorder;replacetoken" (it was already there for turnoder;addtoken). New pre-defined variable : [&ScriptCards_Version] will contain the current version number going forward. New pre-defined array: SC_Selected_Tokens will contain the token ids of all tokens selected when the script is run Also, there is a new sample script: 5E Initiative 1.0 . This script will handle rolling initiative for any selected tokens when it is run. It will use a method for replacing the turn tracker entry appropriate for your version of ScriptCards (it will work with anything 1.6.2 and above, so OneClick should be fine). There are user configurable options to opt to always add a new turn tracker entry (vs replacing the existing entry for the token) or to not update the turn tracker at all. That sample script is also available on the repo in the 5E Examples Section
1645857355
Senjak
Pro
Sheet Author
I just noticed this today: In the Cthulhu sheet, the section is called "repeating_languages". The following will display all of the languages for the selected character (except "OWN" which is handled as a separate attribute): !script {{ --Rfirst|@{selected|character_id};repeating_languages --:LANG_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_LANG --+Language|[*R:name] --Rnext| --^LANG_LOOP| --:DONE_LANG| }} That works great; however, how do I get the check for the skill?  I'm trying to find out which skills are candidates for an upgrade. Thanks!
1645865396

Edited 1645865817
Senjak
Pro
Sheet Author
Senjak said: I just noticed this today: In the Cthulhu sheet, the section is called "repeating_languages". The following will display all of the languages for the selected character (except "OWN" which is handled as a separate attribute): !script {{ --Rfirst|@{selected|character_id};repeating_languages --:LANG_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_LANG --+Language|[*R:name] --Rnext| --^LANG_LOOP| --:DONE_LANG| }} That works great; however, how do I get the check for the skill?  I'm trying to find out which skills are candidates for an upgrade. Thanks! Just after I asked the question I thought to look at an extract of the character from one of the games.  I discovered that the following was in use for each of the repeating skill assets on the character sheet name value Additionally, each of the repeating categories used one of artcraft-check fighting-check firearms-check languages-check pilot-check sciences-check survival-check additionalskills-check grumble, grumble, grumble, they couldn't have just used check for each of them? I found some code back on page 31 or so of this post that I played around with to give: --+[c] Language Skills [/c]| --Rfirst|@{selected|character_id};repeating_languages --:LANG_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_LANG --&status|[*R:languages-check] --&skill_name|[*R:name] --=cur_skill|[*R:value] --?[&status] -inc on|[ --=add_me|1d4-1 --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --Rnext| --^LANG_LOOP| --:DONE_LANG| Mind you that's just a segment of the larger program, but you get the idea. Senjak
1645865778

Edited 1645865798
Senjak
Pro
Sheet Author
My gaming group uses a slightly different method of calculating skills in Call of Cthulhu.  We do use the standard character sheet so I wanted something that would go through and do the math and make everything transparent.  Here is how it looks when run: !script {{ --name|@{selected|token_name} --#leftsub|@{selected|character_name} --#titlefontlineheight|1.8em --#lineheight|1.3em --#buttonbackground|#C9DAF8 --#titleCardBackground|#000000 --#buttontextcolor|#000000 --#buttonbordercolor|#000000 --#titlefontsize|24px --#subtitlefontsize|16px --#bodyfontsize|16px --#buttonfontsize|18px --#title|Skill Improvements --#sourceToken|@{selected|token_id} --:Level_Up| --=add_me|1d4-1 --?"X[%3%]X" -eq "XX"|[ --+[c]Luck Stat[/c]| --=cur_luck|@{selected|luck} --=new_luck|[$cur_luck]+[$add_me] --+Luck ([$new_luck])|[r]Gain [$add_me][/r] --+[c]Standard Skills[/c]| --]|[ --&skill_name|[%1%] --=cur_skill|[%2%] --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --<|End of Level_Up --&skill|null --&update|null --&level|null --&status|null --&skill_up|null --~|array;define;skills;accounting;anthropology;appraise;archaeology;charm;climb;disguise;dodge;drive_auto;electrical_repair;fast_talk;first_aid;history;intimidate;jump;law;library_use;listen;locksmith;mechanical_repair;medicine;natural_world;navigate;occult;operate_heavy_machinery;persuade;psychoanalysis;psychology;ride;sleight_of_hand;spot_hidden;stealth;swim;throw;track;brawl;handgun;rifle_shotgun --~|array;sort;skills --%LoopCounter|0;37;1 --&skill|[@skills([&LoopCounter])] --&update|[&skill] --&update|+-check --&level|[*s:[&skill]] --&status|[*s:[&update]] --=improved|[$improved] --=improved|0 --?[&status] -inc on|>Level_Up;[&skill];[&level];[$improved] --=improved|[$improved] + 1 --%|End of LoopCounter --/|r_artcraft_count --+[c] Arts and Craft Skills [/c]| --Rfirst|@{selected|character_id};repeating_artcraft --:ARTCRAFT_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_ARTCRAFT --&status|[*R:artcraft-check] --&skill_name|[*R:name] --=cur_skill|[*R:value] --?[&status] -inc on|[ --=add_me|1d4-1 --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --Rnext| --^ARTCRAFT_LOOP| --:DONE_ARTCRAFT| --/|r_fighting_count --+[c] Fighting Skills [/c]| --Rfirst|@{selected|character_id};repeating_fighting --:FIGHT_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_FIGHT --&status|[*R:fighting-check] --&skill_name|[*R:name] --=cur_skill|[*R:value] --?[&status] -inc on|[ --=add_me|1d4-1 --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --Rnext| --^FIGHT_LOOP| --:DONE_FIGHT| --/|Language Skills --+[c] Language Skills [/c]| --Rfirst|@{selected|character_id};repeating_languages --:LANG_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_LANG --&status|[*R:languages-check] --&skill_name|[*R:name] --=cur_skill|[*R:value] --?[&status] -inc on|[ --=add_me|1d4-1 --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --Rnext| --^LANG_LOOP| --:DONE_LANG| --/|r_firearms_count --+[c] Firearm Skills [/c]| --Rfirst|@{selected|character_id};repeating_firearms --:GUN_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_GUN --&status|[*R:firearms-check] --&skill_name|[*R:name] --=cur_skill|[*R:value] --?[&status] -inc on|[ --=add_me|1d4-1 --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --Rnext| --^GUN_LOOP| --:DONE_GUN| --/|r_pilot_count --+[c] Piloting Skills [/c]| --Rfirst|@{selected|character_id};repeating_pilot --:PILOT_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_PILOT --&status|[*R:pilot-check] --&skill_name|[*R:name] --=cur_skill|[*R:value] --?[&status] -inc on|[ --=add_me|1d4-1 --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --Rnext| --^PILOT_LOOP| --:DONE_PILOT| --/|r_sciences_count --+[c] Science Skills [/c]| --Rfirst|@{selected|character_id};repeating_sciences --:SCI_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_SCI --&status|[*R:sciences-check] --&skill_name|[*R:name] --=cur_skill|[*R:value] --?[&status] -inc on|[ --=add_me|1d4-1 --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --Rnext| --^SCI_LOOP| --:DONE_SCI| --/|r_survival_count --+[c] Survival Skills [/c]| --Rfirst|@{selected|character_id};repeating_survival --:SURVIVAL_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_SURVIVAL --&status|[*R:survival-check] --&skill_name|[*R:name] --=cur_skill|[*R:value] --?[&status] -inc on|[ --=add_me|1d4-1 --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --Rnext| --^SURVIVAL_LOOP| --:DONE_SURVIVAL| --/|r_additionalskills_count --+[c] Additional Skills [/c]| --Rfirst|@{selected|character_id};repeating_additionalskills --:ADDS_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_ADDS --&status|[*R:additionalskills-check] --&skill_name|[*R:name] --=cur_skill|[*R:value] --?[&status] -inc on|[ --=add_me|1d4-1 --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --Rnext| --^ADDS_LOOP| --:DONE_ADDS| }} Sadly my coding skills aren't where they used to be; however, I'd love any suggestions that people have for how to improve the code. Senjak
1645885330
Kurt J.
Pro
API Scripter
@senjak - I have questions :) - and please forgive my unfamiliarity with Call of Cthulu... I've never played it, and I haven't been able to test the code below. What is the intent behind this portion of the script: --:Level_Up| --=add_me|1d4-1 --?"X[%3%]X" -eq "XX"|[ --+[c]Luck Stat[/c]| --=cur_luck|@{selected|luck} --=new_luck|[$cur_luck]+[$add_me] --+Luck ([$new_luck])|[r]Gain [$add_me][/r] --+[c]Standard Skills[/c]| --]|[ --&skill_name|[%1%] --=cur_skill|[%2%] --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --<|End of Level_Up --&skill|null --&update|null --&level|null --&status|null --&skill_up|null --~|array;define;skills;accounting;anthropology;appraise;archaeology;charm;climb;disguise;dodge;drive_auto;electrical_repair;fast_talk;first_aid;history;intimidate;jump;law;library_use;listen;locksmith;mechanical_repair;medicine;natural_world;navigate;occult;operate_heavy_machinery;persuade;psychoanalysis;psychology;ride;sleight_of_hand;spot_hidden;stealth;swim;throw;track;brawl;handgun;rifle_shotgun --~|array;sort;skills --%LoopCounter|0;37;1 --&skill|[@skills([&LoopCounter])] --&update|[&skill] --&update|+-check --&level|[*s:[&skill]] --&status|[*s:[&update]] --=improved|[$improved] --=improved|0 --?[&status] -inc on|>Level_Up;[&skill];[&level];[$improved] --=improved|[$improved] + 1 --%|End of LoopCounter As written, the Level_Up code will execute at the beginning of the script and display the character's luck score (since [%3%] will be empty). Then the loop will run and display an improvement for any skill whose check contains "on" by calling Level_Up, but $improved will always be 0 because it is set right before the conditional to check for "on" in the status.  The remainder of the code looks pretty straightforward, though I would condense all of the skill category display loops into a single subroutine and call it. Without making changes to the first part of the code, here is what that would look like: !script {{ --name|@{selected|token_name} --#leftsub|@{selected|character_name} --#titlefontlineheight|1.8em --#lineheight|1.3em --#buttonbackground|#C9DAF8 --#titleCardBackground|#000000 --#buttontextcolor|#000000 --#buttonbordercolor|#000000 --#titlefontsize|24px --#subtitlefontsize|16px --#bodyfontsize|16px --#buttonfontsize|18px --#title|Skill Improvements --#sourceToken|@{selected|token_id} --:Level_Up| --=add_me|1d4-1 --?"X[%3%]X" -eq "XX"|[ --+[c]Luck Stat[/c]| --=cur_luck|@{selected|luck} --=new_luck|[$cur_luck]+[$add_me] --+Luck ([$new_luck])|[r]Gain [$add_me][/r] --+[c]Standard Skills[/c]| --]|[ --&skill_name|[%1%] --=cur_skill|[%2%] --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --<|End of Level_Up --&skill|null --&update|null --&level|null --&status|null --&skill_up|null --~|array;define;skills;accounting;anthropology;appraise;archaeology;charm;climb;disguise;dodge;drive_auto;electrical_repair;fast_talk;first_aid;history;intimidate;jump;law;library_use;listen;locksmith;mechanical_repair;medicine;natural_world;navigate;occult;operate_heavy_machinery;persuade;psychoanalysis;psychology;ride;sleight_of_hand;spot_hidden;stealth;swim;throw;track;brawl;handgun;rifle_shotgun --~|array;sort;skills --%LoopCounter|0;37;1 --&skill|[@skills([&LoopCounter])] --&update|[&skill] --&update|+-check --&level|[*s:[&skill]] --&status|[*s:[&update]] --=improved|[$improved] --=improved|0 --?[&status] -inc on|>Level_Up;[&skill];[&level];[$improved] --=improved|[$improved] + 1 --%|End of LoopCounter -->DISPLAY_SKILL_INFO;Arts and Craft Skills;artcraft -->DISPLAY_SKILL_INFO;Fighting Skills;fighting -->DISPLAY_SKILL_INFO;Language Skills;languages -->DISPLAY_SKILL_INFO;Firearms Skills;firearms -->DISPLAY_SKILL_INFO;Piloting Skills;pilot -->DISPLAY_SKILL_INFO;Science Skills;sciences -->DISPLAY_SKILL_INFO;Survival Skills;survival -->DISPLAY_SKILL_INFO;Additonal Skills;additionalskills --X| --:DISPLAY_SKILL_INFO|Display Name;Suffix --+[c] [%1%] [/c]| --Rfirst|@{selected|character_id};repeating_[%2%] --:SKILLS_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_SKILLS --&status|[*R:[%2%]-check] --&skill_name|[*R:name] --=cur_skill|[*R:value] --?[&status] -inc on|[ --=add_me|1d4-1 --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --Rnext| --^SKILLS_LOOP| --:DONE_SKILLS| --<| }} I would note though that nothing gets updated on the character sheet anywhere. Is the intention that the players then transcribe the skill improvements onto the character sheets themselves?
1645885633
Kurt J.
Pro
API Scripter
5E Initiative Sample Script - Lots of Comments Version I've posted an alternative version of the 5E Initiative sample script on the GitHub Repo . This version is functionally identical to the normal version, but this file contains extensive  comments (many more lines of comments than code) to provide some insight on what is being done and why. I decided to add this because the 5E Initiative script, while fairly short, uses some not-so-common techniques (like calling different functions based on settings/variables, and using string substitution values to avoid chat server parsing problems).
1645890751
Senjak
Pro
Sheet Author
Kurt J. said: @senjak - I have questions :) - and please forgive my unfamiliarity with Call of Cthulu... I've never played it, and I haven't been able to test the code below. What is the intent behind this portion of the script: --:Level_Up| --=add_me|1d4-1 --?"X[%3%]X" -eq "XX"|[ --+[c]Luck Stat[/c]| --=cur_luck|@{selected|luck} --=new_luck|[$cur_luck]+[$add_me] --+Luck ([$new_luck])|[r]Gain [$add_me][/r] --+[c]Standard Skills[/c]| --]|[ --&skill_name|[%1%] --=cur_skill|[%2%] --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --<|End of Level_Up --&skill|null --&update|null --&level|null --&status|null --&skill_up|null --~|array;define;skills;accounting;anthropology;appraise;archaeology;charm;climb;disguise;dodge;drive_auto;electrical_repair;fast_talk;first_aid;history;intimidate;jump;law;library_use;listen;locksmith;mechanical_repair;medicine;natural_world;navigate;occult;operate_heavy_machinery;persuade;psychoanalysis;psychology;ride;sleight_of_hand;spot_hidden;stealth;swim;throw;track;brawl;handgun;rifle_shotgun --~|array;sort;skills --%LoopCounter|0;37;1 --&skill|[@skills([&LoopCounter])] --&update|[&skill] --&update|+-check --&level|[*s:[&skill]] --&status|[*s:[&update]] --=improved|[$improved] --=improved|0 --?[&status] -inc on|>Level_Up;[&skill];[&level];[$improved] --=improved|[$improved] + 1 --%|End of LoopCounter As written, the Level_Up code will execute at the beginning of the script and display the character's luck score (since [%3%] will be empty). Then the loop will run and display an improvement for any skill whose check contains "on" by calling Level_Up, but $improved will always be 0 because it is set right before the conditional to check for "on" in the status.  The remainder of the code looks pretty straightforward, though I would condense all of the skill category display loops into a single subroutine and call it. Without making changes to the first part of the code, here is what that would look like: !script {{ --name|@{selected|token_name} --#leftsub|@{selected|character_name} --#titlefontlineheight|1.8em --#lineheight|1.3em --#buttonbackground|#C9DAF8 --#titleCardBackground|#000000 --#buttontextcolor|#000000 --#buttonbordercolor|#000000 --#titlefontsize|24px --#subtitlefontsize|16px --#bodyfontsize|16px --#buttonfontsize|18px --#title|Skill Improvements --#sourceToken|@{selected|token_id} --:Level_Up| --=add_me|1d4-1 --?"X[%3%]X" -eq "XX"|[ --+[c]Luck Stat[/c]| --=cur_luck|@{selected|luck} --=new_luck|[$cur_luck]+[$add_me] --+Luck ([$new_luck])|[r]Gain [$add_me][/r] --+[c]Standard Skills[/c]| --]|[ --&skill_name|[%1%] --=cur_skill|[%2%] --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --<|End of Level_Up --&skill|null --&update|null --&level|null --&status|null --&skill_up|null --~|array;define;skills;accounting;anthropology;appraise;archaeology;charm;climb;disguise;dodge;drive_auto;electrical_repair;fast_talk;first_aid;history;intimidate;jump;law;library_use;listen;locksmith;mechanical_repair;medicine;natural_world;navigate;occult;operate_heavy_machinery;persuade;psychoanalysis;psychology;ride;sleight_of_hand;spot_hidden;stealth;swim;throw;track;brawl;handgun;rifle_shotgun --~|array;sort;skills --%LoopCounter|0;37;1 --&skill|[@skills([&LoopCounter])] --&update|[&skill] --&update|+-check --&level|[*s:[&skill]] --&status|[*s:[&update]] --=improved|[$improved] --=improved|0 --?[&status] -inc on|>Level_Up;[&skill];[&level];[$improved] --=improved|[$improved] + 1 --%|End of LoopCounter -->DISPLAY_SKILL_INFO;Arts and Craft Skills;artcraft -->DISPLAY_SKILL_INFO;Fighting Skills;fighting -->DISPLAY_SKILL_INFO;Language Skills;languages -->DISPLAY_SKILL_INFO;Firearms Skills;firearms -->DISPLAY_SKILL_INFO;Piloting Skills;pilot -->DISPLAY_SKILL_INFO;Science Skills;sciences -->DISPLAY_SKILL_INFO;Survival Skills;survival -->DISPLAY_SKILL_INFO;Additonal Skills;additionalskills --X| --:DISPLAY_SKILL_INFO|Display Name;Suffix --+[c] [%1%] [/c]| --Rfirst|@{selected|character_id};repeating_[%2%] --:SKILLS_LOOP| --?"[*R:name]" -eq "NoRepeatingAttributeLoaded"|DONE_SKILLS --&status|[*R:[%2%]-check] --&skill_name|[*R:name] --=cur_skill|[*R:value] --?[&status] -inc on|[ --=add_me|1d4-1 --=new_skill|[$cur_skill]+[$add_me] --+[&skill_name] ([$new_skill])|[r]Gain [$add_me][/r] --]| --Rnext| --^SKILLS_LOOP| --:DONE_SKILLS| --<| }} I would note though that nothing gets updated on the character sheet anywhere. Is the intention that the players then transcribe the skill improvements onto the character sheets themselves? No worries sir! The Call of Cthulhu character sheet is, well, I'm glad that so much of it works so very well. It is 'interesting' to work with, especially since it is not yet fully documented and the HTML/CSS isn't available. Every time you are successful with a skill roll during play you mark a button in front of it.  Then when appropriate you go through the skills and add 1d4-1 to the ones you were successful at (house rule and outside the discussion here!)  You also update the Luck stat at the same time. The problem is that the writers of the official CoC sheet didn't make a single repeating array for skills.  Instead they hard coded most of the skills and left several categories of skills that were each in their own repeating arrays. The specific section you were asking about, gives an update for the Luck stat and then steps through the fixed skills that are defined in --~|array;define;skills;accounting;... so I'm going the following: if status isn't blank then figure out what the new value of the skill will be display skill name (new value) how much the skill went up by, even if zero. I do luck first because I was always having an extra blank skill show up at the top.  Rather than spend time figuring out why it was there, I simply took advantage of it 8 different repeating arrays mixed in with fixed skills. Personally I wish that they'd gone with one big repeating array of skills that they populated at character creation time.  But they didn't ask me :-) Please let me know if that answers your question.
Is it possible to do if/then statements without having a branch dedicated to it? The best thing I've found is to assign a variable and compare it using the comparitors. What I want is to have a variable [$BonusHealing] change based on the value of a seperate query. I have a query asking for the DC of a medicine check, and the bonus healing changes based on that. So A DC 10 check gives 0 bonus hp, DC 20 gives 10, DC 30 gives 30, DC 40 gives 50.
1645910894
Kurt J.
Pro
API Scripter
Zack B. said: Is it possible to do if/then statements without having a branch dedicated to it? The best thing I've found is to assign a variable and compare it using the comparitors. What I want is to have a variable [$BonusHealing] change based on the value of a seperate query. I have a query asking for the DC of a medicine check, and the bonus healing changes based on that. So A DC 10 check gives 0 bonus hp, DC 20 gives 10, DC 30 gives 30, DC 40 gives 50. If the number of options is known and limited, you can use a case (--c) statement:   --c?{Difficulty|10|20|30|40}|10:=BonusHealing;0|20:=BonusHealing;10|30:=BonusHealing;30|40:=BonusHealing;50
Kurt J. said: Zack B. said: Is it possible to do if/then statements without having a branch dedicated to it? The best thing I've found is to assign a variable and compare it using the comparitors. What I want is to have a variable [$BonusHealing] change based on the value of a seperate query. I have a query asking for the DC of a medicine check, and the bonus healing changes based on that. So A DC 10 check gives 0 bonus hp, DC 20 gives 10, DC 30 gives 30, DC 40 gives 50. If the number of options is known and limited, you can use a case (--c) statement:   --c?{Difficulty|10|20|30|40}|10:=BonusHealing;0|20:=BonusHealing;10|30:=BonusHealing;30|40:=BonusHealing;50 Ugh. I hate when the answer is on the wiki page. Thank you!
1645967716
Kurt J.
Pro
API Scripter
Zack B. said: Kurt J. said: Zack B. said: Is it possible to do if/then statements without having a branch dedicated to it? The best thing I've found is to assign a variable and compare it using the comparitors. What I want is to have a variable [$BonusHealing] change based on the value of a seperate query. I have a query asking for the DC of a medicine check, and the bonus healing changes based on that. So A DC 10 check gives 0 bonus hp, DC 20 gives 10, DC 30 gives 30, DC 40 gives 50. If the number of options is known and limited, you can use a case (--c) statement:   --c?{Difficulty|10|20|30|40}|10:=BonusHealing;0|20:=BonusHealing;10|30:=BonusHealing;30|40:=BonusHealing;50 Ugh. I hate when the answer is on the wiki page. Thank you! To be fair, I didn't update the Wiki page for the Case statement specifically stating that you could use the variable assignment options that Conditional statements have. I just did that now, and used this line of code as an example :)
Is there a method for scriptcards to create and populate a handout?  I am trying to make a treasure distribution script that, in addition to distributing treasure between party members, creates a handout for unassigned items (a Party Treasure Pool).  
There is an API called NoteLog (created by The Aaron) with commands !note-text and !note-log which let you write text into a handout.  !note-text I believe replaces the textual content in the note, whereas !note-log appends text to the note.  For example, I have a Kill scriptcard that I run to show the token is killed, removes it from the map, and writes a record to a "party kills" handout with the monster's name, map, datetime and experience points.  Makes computing Exp at the end of a session easy. You can call these commands from scriptcards.  
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Edited 1646157865
Hey guys...after the last update all the lines like this one --+[#ff8282][*S:character_name][/#]|write anything here actually show in this way [*S:character_name] write anything here with the first part coloured but not with the actual attribute (i.e. character_name in this case). Without the "color" it works fine. It seems now it is treated as a string and not processed anymore (?). Any advice/workaround?
ez2rpg said:  If you find it useful let me know and I can share the one I also created to remove the condition, status markers, and alterations to character sheets. I would love to get a copy of the remove script please!!!!
1646181783
Kurt J.
Pro
API Scripter
Valerio I. said: Hey guys...after the last update all the lines like this one --+[#ff8282][*S:character_name][/#]|write anything here actually show in this way [*S:character_name] write anything here with the first part coloured but not with the actual attribute (i.e. character_name in this case). Without the "color" it works fine. It seems now it is treated as a string and not processed anymore (?). Any advice/workaround? Let me do some digging and see what I can find.
1646183109
Kurt J.
Pro
API Scripter
Valerio I. said: Hey guys...after the last update all the lines like this one --+[#ff8282][*S:character_name][/#]|write anything here actually show in this way [*S:character_name] write anything here with the first part coloured but not with the actual attribute (i.e. character_name in this case). Without the "color" it works fine. It seems now it is treated as a string and not processed anymore (?). Any advice/workaround? So this is another complication of me forgetting that the [#] was used for setting colors. I've removed the use of [#setting] in version 1.6.4c and uploaded it to the GitHub repo . I'll come up with another sequence to display settings values.
Is there some way to suppress a query? I'm building a rather large and complex script, and there's a particular case where I'd like to have the user asked for input in a query when circumstances tell the script it's necessary, but to omit the query entirely when it's not. I suspect it might not be possible due to roll20 limitations and I'll have to figure out something else, but I'd rather confirm first (or if there's a workaround). Also, once again, thank you Kurt. This script has pretty much revolutionized roll20 usage for me and writing scriptcards has practically become a new hobby :)
egm_melu said: Is there some way to suppress a query? I'm building a rather large and complex script, and there's a particular case where I'd like to have the user asked for input in a query when circumstances tell the script it's necessary, but to omit the query entirely when it's not. I suspect it might not be possible due to roll20 limitations and I'll have to figure out something else, but I'd rather confirm first (or if there's a workaround). Also, once again, thank you Kurt. This script has pretty much revolutionized roll20 usage for me and writing scriptcards has practically become a new hobby :) If you mean queries using direct output (the --+|?{} command) then no, this is a standing problem with Roll20. They will be active regardless. There are work arounds using reentrant scripts and or the --i or --s and --l commands available however.  
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Edited 1646255181
Thank you! I'll try and find another way then. One more question (sorry for bombarding the thread with this stuff!). Is it possible to add a line break when editing a tooltip with "--!t"? It's not an issue at all if not, but it would look nicer.
1646268739
Kurt J.
Pro
API Scripter
egm_melu said: Is there some way to suppress a query? I'm building a rather large and complex script, and there's a particular case where I'd like to have the user asked for input in a query when circumstances tell the script it's necessary, but to omit the query entirely when it's not. I suspect it might not be possible due to roll20 limitations and I'll have to figure out something else, but I'd rather confirm first (or if there's a workaround). Also, once again, thank you Kurt. This script has pretty much revolutionized roll20 usage for me and writing scriptcards has practically become a new hobby :) Here is an example of using the --i command to generate a query based on the results of something else in the script. There is no way to get around the fact that it will require the player to click a button, but it will work as intended: !script {{ --=Roll|1d4 --?[$Roll] -eq 4|[ --iBase roll is 4. How much do you want to add?;Select Bonus|q;Bonus;Select Bonus|1|2|3|4|5 --=Roll|[$Roll] + [&Bonus] --]| --+Total|[$Roll] }} If the initial roll is a 1-3, it will just output the result. If it is a 4, the script will produce a button and ask the user to click it and provide a bonus.
1646269371
Kurt J.
Pro
API Scripter
egm_melu said: Thank you! I'll try and find another way then. One more question (sorry for bombarding the thread with this stuff!). Is it possible to add a line break when editing a tooltip with "--!t"? It's not an issue at all if not, but it would look nicer. Great idea :) the next version will include this capability. I have it already built and working in my internal copy. Not only line breaks, but all of the fun formatting stuff like colors, bold, italics, etc.
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Edited 1646270956
Kurt J.
Pro
API Scripter
ScriptCards 1.6.4b on OneClick, 1.6.5 on GitHub , 5E Action Menu 1.8.0 For ScriptCards 1.6.4b (since 1.6.2) (OneClick): Bug fix for Deadlands-style rolling  Added system-generated string &ScriptCards_Version which will (starting with 1.6.4) contain the current ScriptCards Version for those that wish to check for supported functionality in their scripts Added system-generated array SC_SelectedTokens that will be pre-populated with the token IDs of the tokens that were selected when the script was run. If a reentrant button or information command is used to resume the script, the SC_SelectedTokens will be updated with the tokens that were selected when the button was clicked, so save the original list if you need it after a resume. Fixed turnorder;replaceturn  to properly take the turn order update into account. I had previously only fixed turnorder;addtoken T he turnorder;addcustom function will now (optionally) accept an additional parameter that will be placed in the "formula" value to create custom entries that perform a calculation at the beginning of each round. For ScriptCards 1.6.5 ( GitHub ): Changed the referencing character used to reference ScriptCards settings from # to ~, so [~title] will now return the title setting for the card. The [#title] syntax was clashing with colorization. New setting: formatoutputforobjectmodification (default is 0). If set to 1, the value for a --! (object modification) command will be run through the inline formatting processor before being set on the attribute, allowing for things like [br] for linebreaks, [#...][/#] codes for color changing, [t]...[/t] for tables, etc. Images are not currently supported, and obviously things like [rbuttons] will not make any sense here :) For 5E Character Action Menu 1.8.0 ( GitHub ) : Added the "damagebuttons" option and two related options to the settings area. If damage apply type is set to "damagebuttons", instead of automatic damage application a row of four buttons will be added to the end of the card or whispered to the DM. Clicking these buttons will apply Full, Half, Quarter or Healing damage to the token(s) selected when the button is clicked. This feature requires ScriptCards version 1.6.4a or higher. Previous versions of ScriptCards can still use this macro, but not the "damagebuttons" feature.
John D. said: ez2rpg said:  If you find it useful let me know and I can share the one I also created to remove the condition, status markers, and alterations to character sheets. I would love to get a copy of the remove script please!!!! Remember, you'll need to change all of the status markers to your own game's codes for these to work. !script {{ --/|___Clear_Marker_3.1_____🆑-📑 --#reentrant|MarkToken --#title|Clear Conditions/Status --#titleCardBackground|#932729 --#whisper|self --#oddRowBackground|#FFFFFF --#evenRowBackground|#FFFFFF --#buttonbackground|#FFFFFF --#buttontextcolor|#0905f2 --#buttonbordercolor|#FFFFFF --#debug|0 --&TokenId|@{selected|token_id} --&tStyle|style="width:100%;padding:1px;border-spacing:0px;border-collapse:collapse;text-shadow: 0px 0px 0px black;border:0px dashed black;" --&trStyle1|style="border:0px dashed black;" --&tdStyle1|style="width:50%;text-align:left;background-color:#FFFFFF;font-size:100%" --&tdStyle2|style="width:50%;text-align:left;background-color:#FFFFFF;font-size:100%" --=Cond_Col|1 --=Stat_Col|1 --/|Initialize my defined list of StatusMarkers in pairs of values (StatusMarkerId;Name) --/|This list includes Roll20 Marketplace Markers I purchased. You will need to establish the default Status Markers for your campaigns based on your inventory of markers. --/|Use !token-mod --|help to see you list /w names. Copy this list down to the Unmark and Clear scrips as well. --~|array;define;arySM ;blinded::4276397;Blinded ;charmed::4276401;Charmed ;dead;Dead ;deafened::4276405;Deafened ;diseased::4276409;Diseased ;exhaustion-lvl-1::4276414;Exhaustion Level 1 ;exhaustion-lvl-2::4276415;Exhaustion Level 2 ;exhaustion-lvl-3::4276416;Exhaustion Level 3 ;exhaustion-lvl-4::4276417;Exhaustion Level 4 ;exhaustion-lvl-5::4276418;Exhaustion Level 5 ;exhaustion-lvl-6::4276847;Exhaustion Level 6 ;frightened::4276422;Frightened ;grappled::4276467;Grappled ;incapacitated::4276430;Incapacitated ;invisible::4276432;Invisible ;paralyzed::4276437;Paralyzed ;petrified::4276438;Petrified ;poisoned::4276439;Poisoned ;prone::4276441;Prone ;restrained::4276447;Restrained ;stunned::4276458;Stunned ;unconscious::4276461;Unconscious ;advantage::4274438;Advantage ;armor-of-agathys::4276392;Armor of Agathys ;baned::4276393;Baned ;bardic-inspiration::4276394;Bardic Inspiration ;bladesong::4276395;Bladesong ;blessed::4276396;Blessed ;blindsight::4276463;Blindsight ;blink::4276398;Blink ;blur::4276399;Blur ;booming-blade::4276400;Booming Blade ;cold-resistance::4276464;Cold Resistance ;concentrating::4276403;Concentrating ;cursed::4276404;Cursed ;detect-magic::4276407;Detect Magic ;disadvantage::4276408;Disadvantage ;divine-favor::4276410;Divine Favor ;dodging::4276411;Dodging ;dying::4276412;Dying ;emboldening-bond::4276413;Emboldening Bond ;favored-foe::4276419;Favored Foe ;fire-resistance::4276420;Fire Resistance ;flying::4276421;Flying ;half-cover::4276424;Half Cover ;hasted::4276425;Hasted ;hexblades-curse::4276426;Hexblades Curse ;hexed::4276427;Hexed ;hunters-mark::4276428;Hunters Mark ;hypnotized::4276429;Hypnotized ;inspiration::4276431;Inspiration ;lightning-resistance::4276433;Lightning Resistance ;mage-armor::4276434;Mage Armor ;mirror-image::4276435;Mirror Image ;on-fire::4276436;On Fire ;poison-resistance::4276440;Poison Resistance ;raging::4276442;Raging ;readied-action::4276443;Readied Action ;reckless::4276444;Reckless Attack ;renown-potion::4276445;Renown Potion ;resistance::4276446;Resistance ;sanctuary::4276448;Sanctuary ;shell-defense::4276449;Shell Defense ;shield-of-faith::4276450;Shield of Faith ;silenced::4276451;Silenced ;sleeping::4276452;Sleeping ;slowed::4276453;Slowed ;spider-climb::4276454;Spider Climb ;stabilized::4276455;Stabilized ;Stealth::4276456;Stealth ;three-quarter-cover::4276459;Three Quarter Cover ;truesight::4276460;Truesight ;warding-bond::4276462;Warding Bond --~|array;define;aryConditions ;Blinded ;Charmed ;Dead ;Deafened ;Diseased ;Exhaustion Level 1 ;Exhaustion Level 2 ;Exhaustion Level 3 ;Exhaustion Level 4 ;Exhaustion Level 5 ;Exhaustion Level 6 ;Frightened ;Grappled ;Incapacitated ;Invisible ;Paralyzed ;Petrified ;Poisoned ;Prone ;Restrained ;Stunned ;Unconscious --/|Run through the array of SMs and break into Condition or Status --~SM_TokenId|array;getfirst;arySM --/+Debug|SM_TokenId: [&SM_TokenId] --:LOOPSTART| --?[&SM_TokenId] -eq ArrayError|LOOPEND --~SM_Name|array;getnext;arySM --/+Debug|SM_Name: [&SM_Name] --/| Test to see if this is a condition or status --~COND_INDEX|array;indexof;aryConditions;[&SM_Name] --/+Debug|Cond_Index: [&COND_INDEX] --&tbl|[td [&tdStyle1]][rbutton][&SM_Name]::SET_STATUSMARK;[&TokenId]\[&SM_Name][/rbutton][/td] --?[&COND_INDEX] -eq ArrayError|IS_STATUS|IS_COND --:IS_COND| --/| Are we on column 1 or 2? --?[$Cond_Col.Total] -eq 1|COND_1|COND_2 --:COND_1| --&tbl|[tr [&trStyle1]] [&tbl] --=Cond_Col|2 --&tblCond|+ [&tbl] --^CONTINUE| --:COND_2| --&tbl|[&tbl] [/tr] --=Cond_Col|1 --&tblCond|+ [&tbl] --^CONTINUE| --:IS_STATUS| --?[$Stat_Col.Total] -eq 1|STAT_1|STAT_2 --:STAT_1| --&tbl|[tr [&trStyle1]] [&tbl] --=Stat_Col|2 --&tblStat| + [&tbl] --^CONTINUE| --:STAT_2| --&tbl|[&tbl] [/tr] --=Stat_Col|1 --&tblStat|+ [&tbl] --^CONTINUE| --:CONTINUE| --~SM_TokenId|array;getnext;arySM --^LOOPSTART| --:LOOPEND| --/| Complete the tables based on where we ended up? --?[$Cond_Col] -eq 1|COND_NO_BLANK_CELLS --&tblCond|+ [td][/td] --:COND_NO_BLANK_CELLS| --?[$Stat_Col] -eq 1|STAT_NO_BLANK_CELLS &tblStat|+ [td][/td] --:STAT_NO_BLANK_CELLS| --/~LenS|string;length;[&tblStat] --/+Debug2| Length Cond: [&LenC] Stat: [&LenS] --&tblCond|[t [&tStyle]] [&tblCond] [/tr] [/t] --&tblStat|[t [&tStyle]] [&tblStat] [/tr] [/t] --/~LenS|string;length;[&tblStat] --/+Debug3| Length Cond: [&LenC] Stat: [&LenS] -->SECTION_HEADER|Clear Conditions --+|[&tblCond] -->SECTION_HEADER|Clear Status --+|[&tblStat] --X| --:SET_STATUSMARK| --~Arg|string;split;\;[&reentryval] --/+Debug|[&reentryval] --/+Debug|[&Arg1] [&Arg2] --&TokenId|[&Arg1] --&SM|[&Arg2] --#titleCardBackground|#932729 --#oddRowBackground|#CEC7B6 --#evenRowBackground|#B6AB91 --#Title|[&SM] --#leftsub|[*[&TokenId]:t-name] --#rightsub|Status --#hidecard|0 --C[&SM] |Blinded:Blinded |Charmed:Charmed |Dead:Dead |Deafened:Deafened |Diseased:Diseased |Exhaustion Level 1:Exhaustion Level 1 |Exhaustion Level 2:Exhaustion Level 2 |Exhaustion Level 3:Exhaustion Level 3 |Exhaustion Level 4:Exhaustion Level 4 |Exhaustion Level 5:Exhaustion Level 5 |Exhaustion Level 6:Exhaustion Level 6 |Frightened:Frightened |Grappled:Grappled |Incapacitated:Incapacitated |Invisible:Invisible |Paralyzed:Paralyzed |Petrified:Petrified |Poisoned:Poisoned |Prone:Prone |Restrained:Restrained |Stunned:Stunned |Unconscious:Unconscious |Advantage:Advantage |Armor of Agathys:Armor of Agathys |Baned:Baned |Bardic Inspiration:Bardic Inspiration |Bladesong:Bladesong |Blessed:Blessed |Blindsight:Blindsight |Blink:Blink |Blur:Blur |Booming Blade:Booming Blade |Cold Resistance:Cold Resistance |Concentrating:Concentrating |Cursed:Cursed |Detect Magic:Detect Magic |Disadvantage:Disadvantage |Divine Favor:Divine Favor |Dodging:Dodging |Dying:Dying |Emboldening Bond:Emboldening Bond |Favored Foe:Favored Foe |Fire Resistance:Fire Resistance |Flying:Flying |Half Cover:Half Cover |Hasted:Hasted |Hexblades Curse:Hexblades Curse |Hexed:Hexed |Hunters Mark:Hunters Mark |Hypnotized:Hypnotized |Inspiration:Inspiration |Lightning Resistance:Lightning Resistance |Mage Armor:Mage Armor |Mirror Image:Mirror Image |On Fire:On Fire |Poison Resistance:Poison Resistance |Raging:Raging |Readied Action:Readied Action |Reckless Attack:Reckless Attack |Renown Potion:Renown Potion |Resistance:Resistance |Sanctuary:Sanctuary |Shell Defense:Shell Defense |Shield of Faith:Shield of Faith |Silenced:Silenced |Sleeping:Sleeping |Slowed:Slowed |Spider Climb:Spider Climb |Stabilized:Stabilized |Stealth:Stealth |Three Quarter Cover:Three Quarter Cover |Truesight:Truesight |Warding Bond:Warding Bond --+ERROR|[b][c]Status not found![/c][/b] --:Blinded| --&Marker|-blinded::4276397 --#rightsub|Condition Cleared --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Charmed| --&Marker|-charmed::4276401 --#rightsub|Condition Cleared --^MARK| --:Deafened| --&Marker|-deafened::4276405 --#rightsub|Condition Cleared --^MARK| --:Exhaustion Level 1| --&Marker|-exhaustion-lvl-1::4276414 --#rightsub|Condition Cleared --^MARK| --:Exhaustion Level 2| --&Marker|-exhaustion-lvl-2::4276415 --#rightsub|Condition Cleared --^MARK| --:Exhaustion Level 3| --&Marker|-exhaustion-lvl-3::4276416 --#rightsub|Condition Cleared --^MARK| --:Exhaustion Level 4| --&Marker|-exhaustion-lvl-4::4276417 --#rightsub|Condition Cleared --@token-mod| _set bar1_reset| --^MARK| --:Exhaustion Level 5| --&Marker|-exhaustion-lvl-5::4276418 --#rightsub|Condition Cleared --^MARK| --:Exhaustion Level 6| --&Marker|-exhaustion-lvl-6::4276847 --#rightsub|Condition Cleared --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Frightened| --&Marker|-frightened::4276422 --#rightsub|Condition Cleared --^MARK| --:Grappled| --&Marker|-grappled::4276467 --#rightsub|Condition Cleared --^MARK| --:Incapacitated| --&Marker|-incapacitated::4276430 --#rightsub|Condition Cleared --^MARK| --:Invisible| --&Marker|-invisible::4276432 --#rightsub|Condition Cleared --@token-mod| _set currentside|1 --^MARK| --:Paralyzed| --&Marker|-paralyzed::4276437 --#rightsub|Condition Cleared --^MARK| --:Petrified| --&Marker|-petrified::4276438 --#rightsub|Condition Cleared --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Poisoned| --&Marker|-poisoned::4276439 --#rightsub|Condition Cleared --^MARK| --:Prone| --&Marker|-prone::4276441 --#rightsub|Condition Cleared --^MARK| --:Restrained| --&Marker|-restrained::4276447 --#rightsub|Condition Cleared --^MARK| --:Stunned| --&Marker|-stunned::4276458 --#rightsub|Condition Cleared --^MARK| --:Unconscious| --&Marker|-unconcious::4276461 --#rightsub|Condition Cleared --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Advantage| --&Marker|-advantage::4274438 --#rightsub|Status Removed --^MARK| --:Armor of Agathys| --&Marker|-armor-of-agathys::4276392 --#rightsub|Status Removed --^MARK| --:Baned|Remove --&Marker|-baned::4276393 --#rightsub|Status Removed --@setattr|_sel _repeating_savemod_$0_global_save_active_flag|0 _silent --@setattr|_sel _repeating_tohitmod_$0_global_attack_active_flag|0 _silent --^MARK| --:Bardic Inspiration|Remove --&Marker|-bardic-inspiration::4276394 --#rightsub|Status Removed --@setattr|_sel _repeating_savemod_$1_global_save_active_flag|0 _silent --@setattr|_sel _repeating_tohitmod_$1_global_attack_active_flag|0 _silent --@setattr|_sel _repeating_skillmod_$0_global_skill_active_flag|0 _silent --^MARK| --:Bladesong| --&Marker|-bladesong::4276395 --#rightsub|Status Removed --^MARK| --:Blessed| --&Marker|-blessed::4276396 --#rightsub|Status Removed --@setattr|_sel _repeating_savemod_$2_global_save_active_flag|0 _silent --@setattr|_sel _repeating_tohitmod_$2_global_attack_active_flag|0 _silent --^MARK| --:Blindsight| --&Marker|-blindsight::4276463 --rightsub|Status Removed --@token-mod|_on has_bright_light_vision has_night_vision --@token-mod|_set night_distance|60 --^MARK| --:Blink| --&Marker|-blink::4276398 --#rightsub|Status Removed --@token-mod|_set aura1_radius|0 --@token-mod|_set aura1_color|transparent --^MARK| --:Blur| --&Marker|-blur::4276399 --#rightsub|Status Removed --^MARK| --:Booming Blade| --&Marker|-booming-blade::4276400 --#rightsub|Status Removed --^MARK| --:Cold Resistance| --&Marker|-cold-resistance::4276464 --#rightsub|Status Removed --^MARK| --:Concentrating| --&Marker|-concentrating::4276403 --#rightsub|Status Removed --^MARK| --:Cursed| --&Marker|-cursed::4276404 --#rightsub|Status Removed --^MARK| --:Dead| --&Marker|-dead --#rightsub|Status Removed --@token-mod| _on has_bright_light_vision has_night_vision --@token-mod| _set bar1_reset| --^MARK| --:Detect Magic| --&Marker|-detect-magic::4276407 --#rightsub|Status Removed --@token-mod| _set aura1_radius|0 --@token-mod|_set aura1_color|transparent --^MARK| --:Disadvantage| --&Marker|-disadvantage::4276408 --#rightsub|Status Removed --^MARK| --:Disease| --&Marker|-disease::4276409 --#rightsub|Status Removed --^MARK| --:Divine Favor| --&Marker|-divine-favor::4276410|-concentrating::4276403 --#rightsub|Status Removed --@setattr|_sel _repeating_damagemod_$0_global_damage_active_flag|0 _silent --^MARK| --:Dodging| --&Marker|-dodging::4276411 --#rightsub|Status Removed --^MARK| --:Dying| --&Marker|-dying::4276412 --#rightsub|Status Removed --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Emboldening Bond| --&Marker|-emboldening-bond::4276413 --#rightsub|Status Removed --@setattr|_sel _repeating_savemod_$3_global_save_active_flag|0 _silent --@setattr|_sel _repeating_tohitmod_$3_global_attack_active_flag|0 _silent --@setattr|_sel _repeating_skillmod_$1_global_skill_active_flag|0 _silent --^MARK| --:Favored Foe| --&Marker|-concentrating::4276403 --#rightsub|Status Removed --@setattr|_sel _repeating_damagemod_$1_global_damage_active_flag|0 _silent --^MARK| --:Fire Resistance| --&Marker|-fire-resistance::4276420 --#rightsub|Status Removed --^MARK| --:Flying| --&Marker|-flying::4276421 --#rightsub|Status Removed --^MARK| --:Half Cover| --&Marker|-half-cover::4276424 --#rightsub|Status Removed --@token-mod|_set bar3_current|-2 _silent --^MARK| --:Hasted| --&Marker|-hasted::4276425 --#rightsub|Status Removed --@token-mod| _set bar3_current|-2 _silent --^MARK| --:Hexblades Curse| --&Marker|-hexblades_Curse::4276426 --#rightsub|Status Removed --^MARK| --:Hexed| --&Marker|-concentrating::4276403 --#rightsub|Status Removed --^MARK| --:Hunters Mark| --@setattr|_sel _repeating_damagemod_$2_global_damage_active_flag|0 _silent --^MARK| --:Hypnotized| --&Marker|-hypnotized::4276429 --#rightsub|Status Removed --^MARK| --:Inspiration| --&Marker|-inspiration::4276431 --#rightsub|Status Removed --^MARK| --:Lightning Resistance | --&Marker|-lightning-resistance::4276433 --#rightsub|Status Removed --^MARK| --:Mage Armor| --&Marker|-mage-armor::4276434 --#rightsub|Status Removed --^MARK| --:Mirror Image| --&Marker|-mirror-image::4276435 --#rightsub|Status Removed --^MARK| --:On Fire| --&Marker|-on-fire::4276436 --#rightsub|Status Removed --^MARK| --:Poison Resistance| --&Marker|-poison-resistance::4276440 --#rightsub|Status Removed --^MARK| --:Raging| --&Marker|-raging::4276442 --#rightsub|Status Removed --@setattr|_sel _repeating_damagemod_$3_global_damage_active_flag|0 _silent --^MARK| --:Readied Action| --&Marker|-readied-action::4276443 --#rightsub|Status Removed --^MARK| --:Reckless Attack| --&Marker|-reckless::4276444 --#rightsub|Status Removed --^MARK| --:Renown Potion| --&Marker|-renown-potion::4276445 --#rightsub|Status Removed --^MARK| --:Resistance| --&Marker|-resistance::4276446 --#rightsub|Status Removed --^MARK| --:Sanctuary| --&Marker|-sanctuary::4276448 --#rightsub|Status Removed --^MARK| --:Shell Defense| --&Marker|-shell-defense::4276449 --#rightsub|Status Removed --@token-mod|_set bar3_current|-4 _silent --^MARK| --:Shield of Faith| --&Marker|-shield-of-faith::4276450 --#rightsub|Status Removed --@token-mod|_set bar3_current|-2 _silent --^MARK| --^MARK| --:Silenced| --&Marker|-silenced::4276451 --#rightsub|Status Removed --^MARK| --:Sleeping| --&Marker|-sleeping::4276452 --#rightsub|Status Removed --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Slowed| --&Marker|-slowed::4276453 --#rightsub|Status Removed --@token-mod|_set bar3_current|+2 _silent --^MARK| --:Spider Climb| --&Marker|-spider-climb::4276454 --#rightsub|Status Removed --^MARK| --:Stabilized| --&Marker|-stabilized::4276455 --#rightsub|Status Removed --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Stealth| --&Marker|-stealth::4276456 --#rightsub|Status Removed --^MARK| --:Three Quarter Cover| --&Marker|-three-quarter-cover::4276459 --#rightsub|Status Removed --@token-mod| _set bar3_current|-5 _silent --^MARK| --:Truesight| --&Marker|-truesight::4276460 --#rightsub|Status Removed --@token-mod|_set aura1_radius|0 --@token-mod|_set aura1_color|transparent --^MARK| --:Warding Bond| --&Marker|-warding-bond::4276462 --#rightsub|Status Removed --@token-mod|_set bar3_current|-1 _silent --^MARK| --:MARK| --@token-mod|_set statusmarkers|[&Marker] _ids [&TokenId] _ignore-selected --/@token-mod|_set statusmarkers|[&Marker] _ids [&TokenId] --X| --<| --:SECTION_HEADER|Title --&hdrstyle_T|style="width:100%;padding:1px;border-spacing:0px;border-collapse:collapse;text-shadow: 0px 0px 0px black;border:1px solid black;" --&hdrstyle_TR|style="border:0px solid black;" --&hdrstyle_TD|style="width:100%;background-color:#edf7f0;font-size:110%;font-weight:bold;text-align:center" --+|[t [&hdrstyle_T]][tr [&hdrstyle_TR]][td [&hdrstyle_TD]][c][%1%][/c][/td][/tr][/t] --<| }}
Kurt J. said: Valerio I. said: Hey guys...after the last update all the lines like this one --+[#ff8282][*S:character_name][/#]|write anything here actually show in this way [*S:character_name] write anything here with the first part coloured but not with the actual attribute (i.e. character_name in this case). Without the "color" it works fine. It seems now it is treated as a string and not processed anymore (?). Any advice/workaround? So this is another complication of me forgetting that the [#] was used for setting colors. I've removed the use of [#setting] in version 1.6.4c and uploaded it to the GitHub repo . I'll come up with another sequence to display settings values. Thank you Kurt, you're the best.
ez2rpg said: John D. said: ez2rpg said:  If you find it useful let me know and I can share the one I also created to remove the condition, status markers, and alterations to character sheets. I would love to get a copy of the remove script please!!!! Remember, you'll need to change all of the status markers to your own game's codes for these to work. !script {{ --/|___Clear_Marker_3.1_____- --#reentrant|MarkToken --#title|Clear Conditions/Status --#titleCardBackground|#932729 --#whisper|self --#oddRowBackground|#FFFFFF --#evenRowBackground|#FFFFFF --#buttonbackground|#FFFFFF --#buttontextcolor|#0905f2 --#buttonbordercolor|#FFFFFF --#debug|0 --&TokenId|@{selected|token_id} --&tStyle|style="width:100%;padding:1px;border-spacing:0px;border-collapse:collapse;text-shadow: 0px 0px 0px black;border:0px dashed black;" --&trStyle1|style="border:0px dashed black;" --&tdStyle1|style="width:50%;text-align:left;background-color:#FFFFFF;font-size:100%" --&tdStyle2|style="width:50%;text-align:left;background-color:#FFFFFF;font-size:100%" --=Cond_Col|1 --=Stat_Col|1 --/|Initialize my defined list of StatusMarkers in pairs of values (StatusMarkerId;Name) --/|This list includes Roll20 Marketplace Markers I purchased. You will need to establish the default Status Markers for your campaigns based on your inventory of markers. --/|Use !token-mod --|help to see you list /w names. Copy this list down to the Unmark and Clear scrips as well. --~|array;define;arySM ;blinded::4276397;Blinded ;charmed::4276401;Charmed ;dead;Dead ;deafened::4276405;Deafened ;diseased::4276409;Diseased ;exhaustion-lvl-1::4276414;Exhaustion Level 1 ;exhaustion-lvl-2::4276415;Exhaustion Level 2 ;exhaustion-lvl-3::4276416;Exhaustion Level 3 ;exhaustion-lvl-4::4276417;Exhaustion Level 4 ;exhaustion-lvl-5::4276418;Exhaustion Level 5 ;exhaustion-lvl-6::4276847;Exhaustion Level 6 ;frightened::4276422;Frightened ;grappled::4276467;Grappled ;incapacitated::4276430;Incapacitated ;invisible::4276432;Invisible ;paralyzed::4276437;Paralyzed ;petrified::4276438;Petrified ;poisoned::4276439;Poisoned ;prone::4276441;Prone ;restrained::4276447;Restrained ;stunned::4276458;Stunned ;unconscious::4276461;Unconscious ;advantage::4274438;Advantage ;armor-of-agathys::4276392;Armor of Agathys ;baned::4276393;Baned ;bardic-inspiration::4276394;Bardic Inspiration ;bladesong::4276395;Bladesong ;blessed::4276396;Blessed ;blindsight::4276463;Blindsight ;blink::4276398;Blink ;blur::4276399;Blur ;booming-blade::4276400;Booming Blade ;cold-resistance::4276464;Cold Resistance ;concentrating::4276403;Concentrating ;cursed::4276404;Cursed ;detect-magic::4276407;Detect Magic ;disadvantage::4276408;Disadvantage ;divine-favor::4276410;Divine Favor ;dodging::4276411;Dodging ;dying::4276412;Dying ;emboldening-bond::4276413;Emboldening Bond ;favored-foe::4276419;Favored Foe ;fire-resistance::4276420;Fire Resistance ;flying::4276421;Flying ;half-cover::4276424;Half Cover ;hasted::4276425;Hasted ;hexblades-curse::4276426;Hexblades Curse ;hexed::4276427;Hexed ;hunters-mark::4276428;Hunters Mark ;hypnotized::4276429;Hypnotized ;inspiration::4276431;Inspiration ;lightning-resistance::4276433;Lightning Resistance ;mage-armor::4276434;Mage Armor ;mirror-image::4276435;Mirror Image ;on-fire::4276436;On Fire ;poison-resistance::4276440;Poison Resistance ;raging::4276442;Raging ;readied-action::4276443;Readied Action ;reckless::4276444;Reckless Attack ;renown-potion::4276445;Renown Potion ;resistance::4276446;Resistance ;sanctuary::4276448;Sanctuary ;shell-defense::4276449;Shell Defense ;shield-of-faith::4276450;Shield of Faith ;silenced::4276451;Silenced ;sleeping::4276452;Sleeping ;slowed::4276453;Slowed ;spider-climb::4276454;Spider Climb ;stabilized::4276455;Stabilized ;Stealth::4276456;Stealth ;three-quarter-cover::4276459;Three Quarter Cover ;truesight::4276460;Truesight ;warding-bond::4276462;Warding Bond --~|array;define;aryConditions ;Blinded ;Charmed ;Dead ;Deafened ;Diseased ;Exhaustion Level 1 ;Exhaustion Level 2 ;Exhaustion Level 3 ;Exhaustion Level 4 ;Exhaustion Level 5 ;Exhaustion Level 6 ;Frightened ;Grappled ;Incapacitated ;Invisible ;Paralyzed ;Petrified ;Poisoned ;Prone ;Restrained ;Stunned ;Unconscious --/|Run through the array of SMs and break into Condition or Status --~SM_TokenId|array;getfirst;arySM --/+Debug|SM_TokenId: [&SM_TokenId] --:LOOPSTART| --?[&SM_TokenId] -eq ArrayError|LOOPEND --~SM_Name|array;getnext;arySM --/+Debug|SM_Name: [&SM_Name] --/| Test to see if this is a condition or status --~COND_INDEX|array;indexof;aryConditions;[&SM_Name] --/+Debug|Cond_Index: [&COND_INDEX] --&tbl|[td [&tdStyle1]][rbutton][&SM_Name]::SET_STATUSMARK;[&TokenId]\[&SM_Name][/rbutton][/td] --?[&COND_INDEX] -eq ArrayError|IS_STATUS|IS_COND --:IS_COND| --/| Are we on column 1 or 2? --?[$Cond_Col.Total] -eq 1|COND_1|COND_2 --:COND_1| --&tbl|[tr [&trStyle1]] [&tbl] --=Cond_Col|2 --&tblCond|+ [&tbl] --^CONTINUE| --:COND_2| --&tbl|[&tbl] [/tr] --=Cond_Col|1 --&tblCond|+ [&tbl] --^CONTINUE| --:IS_STATUS| --?[$Stat_Col.Total] -eq 1|STAT_1|STAT_2 --:STAT_1| --&tbl|[tr [&trStyle1]] [&tbl] --=Stat_Col|2 --&tblStat| + [&tbl] --^CONTINUE| --:STAT_2| --&tbl|[&tbl] [/tr] --=Stat_Col|1 --&tblStat|+ [&tbl] --^CONTINUE| --:CONTINUE| --~SM_TokenId|array;getnext;arySM --^LOOPSTART| --:LOOPEND| --/| Complete the tables based on where we ended up? --?[$Cond_Col] -eq 1|COND_NO_BLANK_CELLS --&tblCond|+ [td][/td] --:COND_NO_BLANK_CELLS| --?[$Stat_Col] -eq 1|STAT_NO_BLANK_CELLS &tblStat|+ [td][/td] --:STAT_NO_BLANK_CELLS| --/~LenS|string;length;[&tblStat] --/+Debug2| Length Cond: [&LenC] Stat: [&LenS] --&tblCond|[t [&tStyle]] [&tblCond] [/tr] [/t] --&tblStat|[t [&tStyle]] [&tblStat] [/tr] [/t] --/~LenS|string;length;[&tblStat] --/+Debug3| Length Cond: [&LenC] Stat: [&LenS] -->SECTION_HEADER|Clear Conditions --+|[&tblCond] -->SECTION_HEADER|Clear Status --+|[&tblStat] --X| --:SET_STATUSMARK| --~Arg|string;split;\;[&reentryval] --/+Debug|[&reentryval] --/+Debug|[&Arg1] [&Arg2] --&TokenId|[&Arg1] --&SM|[&Arg2] --#titleCardBackground|#932729 --#oddRowBackground|#CEC7B6 --#evenRowBackground|#B6AB91 --#Title|[&SM] --#leftsub|[*[&TokenId]:t-name] --#rightsub|Status --#hidecard|0 --C[&SM] |Blinded:Blinded |Charmed:Charmed |Dead:Dead |Deafened:Deafened |Diseased:Diseased |Exhaustion Level 1:Exhaustion Level 1 |Exhaustion Level 2:Exhaustion Level 2 |Exhaustion Level 3:Exhaustion Level 3 |Exhaustion Level 4:Exhaustion Level 4 |Exhaustion Level 5:Exhaustion Level 5 |Exhaustion Level 6:Exhaustion Level 6 |Frightened:Frightened |Grappled:Grappled |Incapacitated:Incapacitated |Invisible:Invisible |Paralyzed:Paralyzed |Petrified:Petrified |Poisoned:Poisoned |Prone:Prone |Restrained:Restrained |Stunned:Stunned |Unconscious:Unconscious |Advantage:Advantage |Armor of Agathys:Armor of Agathys |Baned:Baned |Bardic Inspiration:Bardic Inspiration |Bladesong:Bladesong |Blessed:Blessed |Blindsight:Blindsight |Blink:Blink |Blur:Blur |Booming Blade:Booming Blade |Cold Resistance:Cold Resistance |Concentrating:Concentrating |Cursed:Cursed |Detect Magic:Detect Magic |Disadvantage:Disadvantage |Divine Favor:Divine Favor |Dodging:Dodging |Dying:Dying |Emboldening Bond:Emboldening Bond |Favored Foe:Favored Foe |Fire Resistance:Fire Resistance |Flying:Flying |Half Cover:Half Cover |Hasted:Hasted |Hexblades Curse:Hexblades Curse |Hexed:Hexed |Hunters Mark:Hunters Mark |Hypnotized:Hypnotized |Inspiration:Inspiration |Lightning Resistance:Lightning Resistance |Mage Armor:Mage Armor |Mirror Image:Mirror Image |On Fire:On Fire |Poison Resistance:Poison Resistance |Raging:Raging |Readied Action:Readied Action |Reckless Attack:Reckless Attack |Renown Potion:Renown Potion |Resistance:Resistance |Sanctuary:Sanctuary |Shell Defense:Shell Defense |Shield of Faith:Shield of Faith |Silenced:Silenced |Sleeping:Sleeping |Slowed:Slowed |Spider Climb:Spider Climb |Stabilized:Stabilized |Stealth:Stealth |Three Quarter Cover:Three Quarter Cover |Truesight:Truesight |Warding Bond:Warding Bond --+ERROR|[b][c]Status not found![/c][/b] --:Blinded| --&Marker|-blinded::4276397 --#rightsub|Condition Cleared --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Charmed| --&Marker|-charmed::4276401 --#rightsub|Condition Cleared --^MARK| --:Deafened| --&Marker|-deafened::4276405 --#rightsub|Condition Cleared --^MARK| --:Exhaustion Level 1| --&Marker|-exhaustion-lvl-1::4276414 --#rightsub|Condition Cleared --^MARK| --:Exhaustion Level 2| --&Marker|-exhaustion-lvl-2::4276415 --#rightsub|Condition Cleared --^MARK| --:Exhaustion Level 3| --&Marker|-exhaustion-lvl-3::4276416 --#rightsub|Condition Cleared --^MARK| --:Exhaustion Level 4| --&Marker|-exhaustion-lvl-4::4276417 --#rightsub|Condition Cleared --@token-mod| _set bar1_reset| --^MARK| --:Exhaustion Level 5| --&Marker|-exhaustion-lvl-5::4276418 --#rightsub|Condition Cleared --^MARK| --:Exhaustion Level 6| --&Marker|-exhaustion-lvl-6::4276847 --#rightsub|Condition Cleared --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Frightened| --&Marker|-frightened::4276422 --#rightsub|Condition Cleared --^MARK| --:Grappled| --&Marker|-grappled::4276467 --#rightsub|Condition Cleared --^MARK| --:Incapacitated| --&Marker|-incapacitated::4276430 --#rightsub|Condition Cleared --^MARK| --:Invisible| --&Marker|-invisible::4276432 --#rightsub|Condition Cleared --@token-mod| _set currentside|1 --^MARK| --:Paralyzed| --&Marker|-paralyzed::4276437 --#rightsub|Condition Cleared --^MARK| --:Petrified| --&Marker|-petrified::4276438 --#rightsub|Condition Cleared --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Poisoned| --&Marker|-poisoned::4276439 --#rightsub|Condition Cleared --^MARK| --:Prone| --&Marker|-prone::4276441 --#rightsub|Condition Cleared --^MARK| --:Restrained| --&Marker|-restrained::4276447 --#rightsub|Condition Cleared --^MARK| --:Stunned| --&Marker|-stunned::4276458 --#rightsub|Condition Cleared --^MARK| --:Unconscious| --&Marker|-unconcious::4276461 --#rightsub|Condition Cleared --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Advantage| --&Marker|-advantage::4274438 --#rightsub|Status Removed --^MARK| --:Armor of Agathys| --&Marker|-armor-of-agathys::4276392 --#rightsub|Status Removed --^MARK| --:Baned|Remove --&Marker|-baned::4276393 --#rightsub|Status Removed --@setattr|_sel _repeating_savemod_$0_global_save_active_flag|0 _silent --@setattr|_sel _repeating_tohitmod_$0_global_attack_active_flag|0 _silent --^MARK| --:Bardic Inspiration|Remove --&Marker|-bardic-inspiration::4276394 --#rightsub|Status Removed --@setattr|_sel _repeating_savemod_$1_global_save_active_flag|0 _silent --@setattr|_sel _repeating_tohitmod_$1_global_attack_active_flag|0 _silent --@setattr|_sel _repeating_skillmod_$0_global_skill_active_flag|0 _silent --^MARK| --:Bladesong| --&Marker|-bladesong::4276395 --#rightsub|Status Removed --^MARK| --:Blessed| --&Marker|-blessed::4276396 --#rightsub|Status Removed --@setattr|_sel _repeating_savemod_$2_global_save_active_flag|0 _silent --@setattr|_sel _repeating_tohitmod_$2_global_attack_active_flag|0 _silent --^MARK| --:Blindsight| --&Marker|-blindsight::4276463 --rightsub|Status Removed --@token-mod|_on has_bright_light_vision has_night_vision --@token-mod|_set night_distance|60 --^MARK| --:Blink| --&Marker|-blink::4276398 --#rightsub|Status Removed --@token-mod|_set aura1_radius|0 --@token-mod|_set aura1_color|transparent --^MARK| --:Blur| --&Marker|-blur::4276399 --#rightsub|Status Removed --^MARK| --:Booming Blade| --&Marker|-booming-blade::4276400 --#rightsub|Status Removed --^MARK| --:Cold Resistance| --&Marker|-cold-resistance::4276464 --#rightsub|Status Removed --^MARK| --:Concentrating| --&Marker|-concentrating::4276403 --#rightsub|Status Removed --^MARK| --:Cursed| --&Marker|-cursed::4276404 --#rightsub|Status Removed --^MARK| --:Dead| --&Marker|-dead --#rightsub|Status Removed --@token-mod| _on has_bright_light_vision has_night_vision --@token-mod| _set bar1_reset| --^MARK| --:Detect Magic| --&Marker|-detect-magic::4276407 --#rightsub|Status Removed --@token-mod| _set aura1_radius|0 --@token-mod|_set aura1_color|transparent --^MARK| --:Disadvantage| --&Marker|-disadvantage::4276408 --#rightsub|Status Removed --^MARK| --:Disease| --&Marker|-disease::4276409 --#rightsub|Status Removed --^MARK| --:Divine Favor| --&Marker|-divine-favor::4276410|-concentrating::4276403 --#rightsub|Status Removed --@setattr|_sel _repeating_damagemod_$0_global_damage_active_flag|0 _silent --^MARK| --:Dodging| --&Marker|-dodging::4276411 --#rightsub|Status Removed --^MARK| --:Dying| --&Marker|-dying::4276412 --#rightsub|Status Removed --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Emboldening Bond| --&Marker|-emboldening-bond::4276413 --#rightsub|Status Removed --@setattr|_sel _repeating_savemod_$3_global_save_active_flag|0 _silent --@setattr|_sel _repeating_tohitmod_$3_global_attack_active_flag|0 _silent --@setattr|_sel _repeating_skillmod_$1_global_skill_active_flag|0 _silent --^MARK| --:Favored Foe| --&Marker|-concentrating::4276403 --#rightsub|Status Removed --@setattr|_sel _repeating_damagemod_$1_global_damage_active_flag|0 _silent --^MARK| --:Fire Resistance| --&Marker|-fire-resistance::4276420 --#rightsub|Status Removed --^MARK| --:Flying| --&Marker|-flying::4276421 --#rightsub|Status Removed --^MARK| --:Half Cover| --&Marker|-half-cover::4276424 --#rightsub|Status Removed --@token-mod|_set bar3_current|-2 _silent --^MARK| --:Hasted| --&Marker|-hasted::4276425 --#rightsub|Status Removed --@token-mod| _set bar3_current|-2 _silent --^MARK| --:Hexblades Curse| --&Marker|-hexblades_Curse::4276426 --#rightsub|Status Removed --^MARK| --:Hexed| --&Marker|-concentrating::4276403 --#rightsub|Status Removed --^MARK| --:Hunters Mark| --@setattr|_sel _repeating_damagemod_$2_global_damage_active_flag|0 _silent --^MARK| --:Hypnotized| --&Marker|-hypnotized::4276429 --#rightsub|Status Removed --^MARK| --:Inspiration| --&Marker|-inspiration::4276431 --#rightsub|Status Removed --^MARK| --:Lightning Resistance | --&Marker|-lightning-resistance::4276433 --#rightsub|Status Removed --^MARK| --:Mage Armor| --&Marker|-mage-armor::4276434 --#rightsub|Status Removed --^MARK| --:Mirror Image| --&Marker|-mirror-image::4276435 --#rightsub|Status Removed --^MARK| --:On Fire| --&Marker|-on-fire::4276436 --#rightsub|Status Removed --^MARK| --:Poison Resistance| --&Marker|-poison-resistance::4276440 --#rightsub|Status Removed --^MARK| --:Raging| --&Marker|-raging::4276442 --#rightsub|Status Removed --@setattr|_sel _repeating_damagemod_$3_global_damage_active_flag|0 _silent --^MARK| --:Readied Action| --&Marker|-readied-action::4276443 --#rightsub|Status Removed --^MARK| --:Reckless Attack| --&Marker|-reckless::4276444 --#rightsub|Status Removed --^MARK| --:Renown Potion| --&Marker|-renown-potion::4276445 --#rightsub|Status Removed --^MARK| --:Resistance| --&Marker|-resistance::4276446 --#rightsub|Status Removed --^MARK| --:Sanctuary| --&Marker|-sanctuary::4276448 --#rightsub|Status Removed --^MARK| --:Shell Defense| --&Marker|-shell-defense::4276449 --#rightsub|Status Removed --@token-mod|_set bar3_current|-4 _silent --^MARK| --:Shield of Faith| --&Marker|-shield-of-faith::4276450 --#rightsub|Status Removed --@token-mod|_set bar3_current|-2 _silent --^MARK| --^MARK| --:Silenced| --&Marker|-silenced::4276451 --#rightsub|Status Removed --^MARK| --:Sleeping| --&Marker|-sleeping::4276452 --#rightsub|Status Removed --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Slowed| --&Marker|-slowed::4276453 --#rightsub|Status Removed --@token-mod|_set bar3_current|+2 _silent --^MARK| --:Spider Climb| --&Marker|-spider-climb::4276454 --#rightsub|Status Removed --^MARK| --:Stabilized| --&Marker|-stabilized::4276455 --#rightsub|Status Removed --@token-mod|_on has_bright_light_vision has_night_vision --^MARK| --:Stealth| --&Marker|-stealth::4276456 --#rightsub|Status Removed --^MARK| --:Three Quarter Cover| --&Marker|-three-quarter-cover::4276459 --#rightsub|Status Removed --@token-mod| _set bar3_current|-5 _silent --^MARK| --:Truesight| --&Marker|-truesight::4276460 --#rightsub|Status Removed --@token-mod|_set aura1_radius|0 --@token-mod|_set aura1_color|transparent --^MARK| --:Warding Bond| --&Marker|-warding-bond::4276462 --#rightsub|Status Removed --@token-mod|_set bar3_current|-1 _silent --^MARK| --:MARK| --@token-mod|_set statusmarkers|[&Marker] _ids [&TokenId] _ignore-selected --/@token-mod|_set statusmarkers|[&Marker] _ids [&TokenId] --X| --<| --:SECTION_HEADER|Title --&hdrstyle_T|style="width:100%;padding:1px;border-spacing:0px;border-collapse:collapse;text-shadow: 0px 0px 0px black;border:1px solid black;" --&hdrstyle_TR|style="border:0px solid black;" --&hdrstyle_TD|style="width:100%;background-color:#edf7f0;font-size:110%;font-weight:bold;text-align:center" --+|[t [&hdrstyle_T]][tr [&hdrstyle_TR]][td [&hdrstyle_TD]][c][%1%][/c][/td][/tr][/t] --<| }} Thank you!
I swear at some point I'll stop with the constant questions, but... is there a way to use *R to find the id or rowid of a repeating attribute? I know it's an edge case, but I want to have a script that adds and deletes them as needed and the id would be necessary for that. I can work without that possibility, but it'll be a lot less optimal.
@Kurt J.  Many apologies if I am showing my ignorance or asking about common knowledge. I have been working my way through the 5e Action Menu script and run into a couple of things I don't understand.  I have looked through the wiki and searched the forums the best I could:   --&NPCActions|[br]   There are several similar entries throughout.  At first glance this looks like an erroneous attempt (no & or $) to assign a value from a variable.  Is this a command code like a line feed?   --+|[hr #58180d]  This appears to be a standard direct output color code except I have not previously encountered the "hr" prefix. TIA
egm_melu said: I swear at some point I'll stop with the constant questions, but... is there a way to use *R to find the id or rowid of a repeating attribute? I know it's an edge case, but I want to have a script that adds and deletes them as needed and the id would be necessary for that. I can work without that possibility, but it'll be a lot less optimal. You might look at the [*R>attributename] notation.   From the WIKI:   You can also retrieve the full attribute name for a repeating row attribute by using the [*R>attributename] notation. This is useful to pass to things like chatsetattr.
Will M. said: egm_melu said: I swear at some point I'll stop with the constant questions, but... is there a way to use *R to find the id or rowid of a repeating attribute? I know it's an edge case, but I want to have a script that adds and deletes them as needed and the id would be necessary for that. I can work without that possibility, but it'll be a lot less optimal. You might look at the [*R>attributename] notation.   From the WIKI:   You can also retrieve the full attribute name for a repeating row attribute by using the [*R>attributename] notation. This is useful to pass to things like chatsetattr. I scoured the wiki looking for this and didn't see it... Facepalm! Thanks!
1646354412
Kurt J.
Pro
API Scripter
Michael C. said: @Kurt J.  Many apologies if I am showing my ignorance or asking about common knowledge. I have been working my way through the 5e Action Menu script and run into a couple of things I don't understand.  I have looked through the wiki and searched the forums the best I could:   --&NPCActions|[br]   There are several similar entries throughout.  At first glance this looks like an erroneous attempt (no & or $) to assign a value from a variable.  Is this a command code like a line feed?   --+|[hr #58180d]  This appears to be a standard direct output color code except I have not previously encountered the "hr" prefix. TIA for --&NPCActions|[br], essentially the loop is building a string variable called NPCActions. The [br] is the inline formatting code for a linebreak, so this code is initializing the NPCActions variable to contain a linebreak (<br> in html) at the start. Other stuff gets added to the string for each action that is going to be output to a button. --+|[hr #58180d] is indeed a standard direct output line. [hr] is the formatting code for a horizontal rule. The hex code allows the rule to be colorozed. And of course I didn't just add those to the wiki after typing this up and seeing that they weren't there. That would be crazy :) Thanks for catching that :)
@Kurt J. - LOL.  Thanks!  I can see y'all are gonna make me learn html.  ;-)  I suppose it's inevitable - "resistance is futile!" :-p  BTW - the [br] wiki entry needs an edit.  
1646416296
Kurt J.
Pro
API Scripter
ScriptCards 1.6.6 on the GitHub Repo This is primarily a bug fix for a potential sandbox crash when attempting to retrieve token parameters during a variable referencing call. There is also some minor code cleanup, but the changes should not have any impact on functionality. I'm trying to make ESLint happier about my code :) For the latest updates and discussion, check out the Discord Server
Hey guys, I was wondering if there is a way to make a script post a weapon attack to chat with the normal damage, but then whisper special damage (see code below) to a PC and DM. One of my players has a special dagger that will apply Poison damage with a CON save on a hit, but he doesn't want the other PC's to know about it. !scriptcard {{ --#title|Dagger --#leftsub|Melee Attack --#rightsub|Range: 5 ft. --#sourceToken|@{selected|token_id} --#targetToken|@{target|token_id} --#emoteText|[*S:character_name] stabs at [*T:character_name] with their dagger! --=TargetAC|@{target|ac} --:DoneWithAC| --=AttackRoll|?{Advantage/Disadvantage|Normal,1d20|Advantage,2d20kh1|Disadvantage,2d20kl1} + [*S:dexterity_mod] [DEX] + [*S:pb] [PROF] --+Attack:|[$AttackRoll] vs [$TargetAC]. --?[$AttackRoll.Base] -eq 20|Crit --?[$AttackRoll.Base] -eq 1|Fumble --?[$AttackRoll.Total] -ne 20 -and [$AttackRoll] -ge [$TargetAC.Total]|Hit --?[$AttackRoll.Base] -ne 1 -and [$AttackRoll] -lt [$TargetAC.Total]|Miss --X|   --:Fumble| --+Fumble!|The attack went horribly wrong! --X|   --:Hit| --=Damage|1d4 + [*S:dexterity_mod] [DEX] --+Hit!|The attack hit [*T:character_name] for [$Damage] Piercing damage. --X|   --:Miss| --+Miss|The attack missed! --X|   --:Crit| --=Damage|1d4 + [*S:dexterity_mod] [DEX] + 1d4 [CRIT] --+Critical Hit!|The attack hit [*T:character_name] for [$Damage] Piercing damage. --X| }}
1646859115
Andreas J.
Forum Champion
Sheet Author
Translator
Michael C. said: Does anyone have an equivalent recommendation for editor (similar to Video Studio Code for M/S) for Apple/Mac? VS Code is available for Mac too, and my Roll20 Macro Syntax Extension should have no problem working with the Mac version either. It even works in the browser-version of VS code on vscode.dev
Might perhaps someone here be interested in creating a function that can read/write multiple variables to a token, not to a character? (I'm thinking that it might be possible to hack the token-tooltip to serve in this capacity.) . . . Here's an idea for how to create the function: use one symbol as a separator between variables, and then another symbol to separate between the variable's name and variable's value. Keep in mind that there might be much better solutions out there, I'm just a humble noob who's been brainstorming a little bit.
@Arthur B. - strategically place the  --#whisper|self,gm command in the subroutine with the special damage.   @Andreas J. - Thanks!
1646959408
Kurt J.
Pro
API Scripter
Ronnie McDurgen said: Might perhaps someone here be interested in creating a function that can read/write multiple variables to a token, not to a character? (I'm thinking that it might be possible to hack the token-tooltip to serve in this capacity.) . . . Here's an idea for how to create the function: use one symbol as a separator between variables, and then another symbol to separate between the variable's name and variable's value. Keep in mind that there might be much better solutions out there, I'm just a humble noob who's been brainstorming a little bit. This is a quick implementation. Seems to work, but of course there could be bugs :) Something like this will do that: !script {{   --/|Sample script to encode multiple string variables in a token tooltip.   --/|Use object modification to set the tooltip. Variables are in the format of   --/|Name=Value, with each pair separated by a $. Note is arbitraty. The split symbol   --/|could be changed, but :, ;, and | won't work   --!t:@{selected|token_id}|tooltip:Size=2$Zombie=True$Type=Undead$Alignment=Mean   --/|Retrieve the values stored in the tooltip   -->READ_TOKEN_TOOLTIP|@{selected|token_id}   --/|Print the values for Size, Zombie, Type, and Alignment   --+Size|[&Size]   --+Zombie|[&Zombie]   --+Type|[&Type]   --+Alignment|[&Alignment]   --X|   --:READ_TOKEN_TOOLTIP|TokenID --/|Get the tooltip from the token and use the split string function to break it into individual variables PARTSCount, PARTS1, PARTS2, etc.   --~PARTS|string;split;$;[*[%1%]:t-tooltip] --/|Make sure we have at least something in the PARTSCount   --?[$PARTSCount.Raw] -eq 0|SKIP_PARSE_TOOLTIP --/|Loop through the PARTS variables   --%ParseLoop|1;[$PARTSCount.Raw] --/|Find text before "=" and use it for the variable name     --~vname|string;before;=;[&PARTS[&ParseLoop]] --/|Find text after "=" and use it for the variable value     --~vvalue|string;after;=;[&PARTS[&ParseLoop]] --/|Set the variable to the value     --&[&vname]|[&vvalue]   --%|   --:SKIP_PARSE_TOOLTIP|   --<| }} The items in the --! command could be replaced with variables to save things between script runs or to provide to other scripts.
1646960843

Edited 1646960924
Michael C. said: @Arthur B. - strategically place the  --#whisper|self,gm command in the subroutine with the special damage.   @Andreas J. - Thanks! @Michael - I added the --#whisper|self,gm in the special damage code and it's putting the whole card in a whisper now, Any ideas? See modified code and result below. !scriptcard {{ --#title|Dagger --#leftsub|Melee Attack --#rightsub|Range: 5 ft. --#sourceToken|@{selected|token_id} --#targetToken|@{target|token_id} --#emoteText|[*S:character_name] stabs at [*T:character_name] with their dagger! --=TargetAC|@{target|ac} --:DoneWithAC| --=AttackRoll|?{Advantage/Disadvantage|Normal,1d20|Advantage,2d20kh1|Disadvantage,2d20kl1} + [*S:dexterity_mod] [DEX] + [*S:pb] [PROF] --=PoisonSave|[*T:constitution_save_modifier] --+Attack:|[$AttackRoll] vs [$TargetAC]. --?[$AttackRoll.Base] -eq 20|Crit --?[$AttackRoll.Base] -eq 1|Fumble --?[$AttackRoll.Total] -ne 20 -and [$AttackRoll] -ge [$TargetAC.Total]|Hit --?[$AttackRoll.Base] -ne 1 -and [$AttackRoll] -lt [$TargetAC.Total]|Miss --X| --:Fumble| --+Fumble!|The attack went horribly wrong! --X| --:Hit| --=Damage|1d4 + [*S:dexterity_mod] [DEX] --+Hit!|The attack hit [*T:character_name] for [$Damage] Piercing damage. --?[$PoisonSave.Total] -lt 15|Poison --?[$PoisonSave.Total] -ge 15|PoisonNeg --X| --:Miss| --+Miss|The attack missed! --X| --:Crit| --=Damage|1d4 + [*S:dexterity_mod] [DEX] + 1d4 [CRIT] --+Critical Hit!|The attack hit [*T:character_name] for [$Damage] Piercing damage --?[$PoisonSave.Total] -ge 15|PoisonCrit --?[$PoisonSave.Total] -ge 15|PoisonNegCrit --X| --:Poison| --#whisper|self,gm --=PoisonDmg|1d6 + 0 --+Poisoned|[*S:character_name] presses the button to release the poison into [*T:character_name]'s bloodstream. [*T:character_name] is paralyzed for 1 minute and takes [$PoisonDmg] Poison damage. The target may repeat the save at the end of each of its turns. --X| --:PoisonNeg| --#whisper|self,gm --=PoisonDmgNeg|1d6/ 2 --+Poisoned|[*S:character_name] presses the button to release the poison into [*T:character_name]'s bloodstream. [*T:character_name] is not paralyzed and takes [$PoisonDmg] Poison damage. --X| --:PoisonCrit| --#whisper|self,gm --=PoisonDmgCrit|1d6* 2 --+Poisoned|[*S:character_name] presses the button to release the poison into [*T:character_name]'s bloodstream. [*T:character_name] is paralyzed for 1 minute and takes [$PoisonDmg] Poison damage. The target may repeat the save at the end of each of its turns. --X| --:PoisonNegCrit| --#whisper|self,gm --=PoisonDmgCritNeg|(1d6* 2) / 2 --+Poisoned|[*S:character_name] presses the button to release the poison into [*T:character_name]'s bloodstream. [*T:character_name] is not paralyzed and takes [$PoisonDmg] Poison damage. --X| }}