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Apply Token Marker Number (aTMN) script
Source
code at:
<a href="https://github.com/TheKrakenCoder/aTMN" rel="nofollow">https://github.com/TheKrakenCoder/aTMN</a>
This
script is designed to be an easy way to mark a large amount of tokens so that
players and GMs can easily refer to them in combat. There are more powerful and more flexible
scripts that do a similar thing (e.g. The Aaron’s TokenNameNumber script) but
usually this script's functionality is all I need. Plus, it gave me an excuse to write my first
script. The script applies a token
marker with a numeral to selected tokens.
It can also remove the applied token markers.
Applying Markers
The
GM selects one or more tokens and then executes:
!aTMN
By
default, the first 20 tokens selected are marked. The first ten tokens are marked with pink
circles with numerals 0 through 9 and the next ten have purple circles with 0
through 9. The manner in which roll20
decides the order of tokens is a mystery to me (maybe order in which they were
created?).
Tokens
that are controlled by someone, or represent a character that is controlled by
someone, are not marked, and do not count towards the limit of 20. This means you don’t have to avoid PCs when
selecting tokens, and as long as important NPCs have the GM’s name in the “Can
Be Edited & Controlled By” field, they won’t be marked either.
Changing Markers
The
GM can change the markers used to tag tokens by supplying a comma separated
list of marker names. For example:
!aTMN green,brown
will
make the first 10 markers green and the next 10 brown the next time the !aTMN command is run.
This command does not actively mark tokens, it changes the
markers used the next time the !aTMN command is
run. Don't put any spaces in this list; the parsing is picky.
The GM can list as many markers as he wants:
!aTMN green,brown,red
will
mark up to 30 tokens, first green, then brown, then red the next time the !aTMN command is run.
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Removing Markers
To
remove the markers, selected the desired tokens and execute:
!aTMNX
Note
the X at the end of the command. There
is no limit to the number of tokens that can have their markers removed with
one command. Note that if you apply pink
and purple markers, then change the markers by using something like !aTMN green,brown then the next !aTMNX
command will remove only green and brown markers.
If
you have a bunch of tokens marked, you can select more tokens and mark them as
well. There will be duplicate markers in
this case. Applying new markers does not
automatically remove old markers. This
duplicate marking is not a feature, but I’ve used this when there is a group in
front of the PCs and another group behind and the chance for confusion is
minimal.
Summary
In
summary, out of the box:
!aTMN - For the first ten selected tokens, this applies a
pink marker and puts a numeral from 0-9 in them. The next ten tokens get a purple marker with
a numeral. Tokens after the 20th are
ignored.
!aTMNX – Removes all markers currently used by aTMN (by
default pink and purple) from all selected tokens.
!aTMN marker1,marker2,…,markerN – (e.g.
red,green,yellow,purple) sets the markers aTMN uses to
marker1,marker2,…,markerN. The number of
tokens that can be uniquely marked is 10 times the number of markers specified.