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Remove init from TokenAction script?

Is there any easy way to remove the init from the TA script? Combined with GroupInit it feels superfluous.
1778952162

Edited 1778952739
Gauss
Forum Champion
Here you go:  !ta attacks traits bonusactions reactions spells checks saves edit: forgot reactions, thanks Rick
1778952409

Edited 1778956645
Instead of using the default "!TA" in chat to create the token actions, you can create a macro that only includes the information that you want. This Thread lists all the options that can be used. This is the macro that I use for NPCs. If you remove "init", it will skip creating the button for rolling initiative. I designate the "name" variable because that identifies the ability buttons by name, rather than character_id to prevent losing functionality when I transmogrify character sheets between game . !ta name attacks bonusactions reactions traits init checks saves spells Note: I leave the init option in there in case an NPC gets added to the turn order after the fact. Also, I leave it on for my players  because they like to roll their own character initiatives instead of being included in GroupCheck.
Thank you! I promise I will learn to read instructions. One day...