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Passive Investigation/Arcana/etc to whisper info to chat based on proximity — APILogic / Fetch / CheckItOut / It'sATrap / TokenMod etc...?

1792114121

Edited 1792215734
I feel like I'm *inches* from the right answer and each thing I try just doesn't quite work I'm trying to trigger a (preferably whispered) message in chat whenever a PC walks close to something worth seeing while exploring in a large map (dungeon, maze, city, etc). My ideal scenario is that the characters will enter a place and while they're making their way through, only PCs who have passive knowledge of something will automatically learn about things they see if they aren't actively looking for something in particular — our Wizard might not be looking for a spellbook at the market, but as he walks down the street it would be incredible to just have a message pop up letting him know that a seller has one out on display, and to be able to do that without putting a pause on the rest of what's being *actively* explored would be really ideal. So... I tried to get CheckItOut to do this, and it's pretty flexible and fairly powerful, I love that I can assign multiple DCs to see multiple levels of detail, and I can lean on both active and passive ability scores across all those categories. The problem is, it won't automatically trigger, it needs to be activated manually, which means it really only works for a player who is actively inspecting things. I need it automatic. So I tried It's A Trap! and that works automatically just beautifully, love the proximity options, the fact it can work with attack rolls and saves, it'll be great for traps and ambushes, but... it only works with passive Perception. I can't have it reveal any information; if the Cleric is walking around in a temple and sees very obvious statues, they don't need Perception to know who the statues are, they need Religion. I want to get some passive Investigation, Arcana, *Performance*, etc going. Imagine a rival gang looking out for the party at the market, setting up little "zones" they're searching in, and when the characters pass through it compares their passive Stealth against a DC in the zone so certain characters who don't draw attention just go unnoticed but ones who have a hard time blending in end up being seen. It's A Trap! isn't flexible enough to account for non-Perception situations, and also just as a nitpick I'd really like the little popups to just present information without the announcer attached or the need for it to be presented like a *pow* look at this, you know? Just a whispered bubble. But this HAS been really helpful when combined with TokenMod to "freeze" everyone whenever a trap is triggered, that's been super helpful, I'd love to work that function in too if it's possible. So I was trying to use the inbuilt Reaction controls that are now native in all tokens (with help from APILogic), and I feel like that weirdly should be the closest... except I cannot for the life of me get it to actually trigger specifically with *passives*. It seems like it does an active roll no problem, but I'm really stumped on the If / Else If / etc use, I feel like I'm so close but it's just not doing it and I'm SO sure it's some tiny thing I'm totally messing up, it feels like it should be absolutely simple lol. Here's what I'm currently trying in that regard:  ! {& if @{selected|investigation_bonus} >4 } /em sees a hidden door near here... {& else } {& end } I *think* this should make it so the token reads the investigation bonus ("passive") Attribute of the player-selected token that passes over the area, then compares it against a DC of 4, and IF the number it reads it greater than 4 it should display a little message about a hidden door, and if the number is smaller it just won't do anything. Right? I feel like if I could get this right the same thing would work for all the other situations I'm imagining it for, like, walking through a market or searching a treasure room or similar, I'm just trying to get anything to work as a starting point. But when I test this, it literally does nothing, it doesn't even proc an error message, it just seems like it eats the command. Can someone please let me know what I'm messing up? Am I close or am I waaay off? 
1792215633

Edited 1792340866
UPDATE - I figured it out, I was overcomplicating it with the other apps, all I needed was TokenMod, APILogic, and (I think) Fetch and MathOps, and I trigger it with the Token Reactions: !token-mod {& if @{selected|investigation_bonus} > 4 --report token|"You see a 00000" {& else if} {& end} So to walk through it bit-by-bit, this targets the token through TokenMod, asks the token if the character's Investigation Modifier is greater than 4 (which, that would mean the passive Investigation would be greater than 14, it's just not adding the base of 10, it's fine), and then IF the Modifier is greater than 4 it whispers the message "You see a 00000" (it has to be in quotation marks because of the spaces, also the '00000' part is a placeholder that's easy to see and click when I need to replace it) to whoever controls the token that triggered the Reaction. Or, if the Modifier is too low, nothing happens, no alternative message, no indication a check was made. And the pretty cool part is that this can be applied to any Attribute on the character sheet. So far, while setting up a Wizard's study, I've successfully tested passive Investigation checks to notice an item, passive stealth that triggers a message with a "less than" operand to tell PCs that the Wizard's pet cat / familiar seems annoyed at their presence, and one that uses the Strength score OR the Athletics modifier to tell the characters that a chunk of crystal looks like a challenge to lift. I even made one that uses both passive and active scores by also including a roll and passing the check if the roll *or* the passive exceeds the limit! !token-mod {& if @{selected|perception_bonus} >= 5 || [[@{selected|perception_bonus} + 1d20]] >= 15} --report character|"You see a 00000" {& else if} {& end} I'm currently working on a trigger that will pop if [[a character + their gear]] weighs enough, and if I can get that right I might extend the concept. I could have the trigger check to see if all the characters are present in an area, then add everyone's weight + gear all together, and if it's over a certain amount I'll have the floor collapse, and I'll use a TokenMod "--move" to relocate them across the board to the area they fell into. I'm really looking forward to putting a transparent 3x3 or 5x5 token behind a 1x1 enemy so it has a little perimeter around it and then setting up a list of things that the PCs can passively discover when they get close enough. Maybe they're walking past the royal vizier and they notice that he smells like particular spell components, or they're fighting a bandit and they realize he's wearing the boots they saw outside their friend's house. There's SO many possibilities, I'm so excited!