

Similar to this script, Blood and Honor is an automatic way to add lightweight blood effects to your campaign, without any animations or commands.
How it works:
Any token in the object layer that has a bar3 (health) value less than or equal to half of its max has a chance to bleed. The chance goes up depending on how severe the damage is.
Bleeding occurs in three ways.
Spatter
Any time a token's health bar is changed so that it's total value is half or less of its maximum, a randomly selected, offset and rotated blood graphic will be placed on the map layer beneath it. The exact formula is as such - the system rolls a dice with as many sides as the max health value. If that roll exceeds the current health value, a blood spatter appears. The larger the amount of damage taken at once, the bigger the spatter will be.
Trails
If a token moves while at or below half health, a smaller blood graphic will appear where it moves to based on the chances described above. Less health = more blood.
Pool
If a token's bar3 value falls 0 or below, a large pool of blood graphic appears on the map layer beneath it.
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INSTALLATION AND FEATURE DEMONSTRATION
https://www.youtube.com/watch?v=b-BhZRLwOZU&featur...
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SETTINGS
Stop bleeding
Putting "noblood" in any token's GM Notes will cause it to never bleed.
Clear the map of blood
Putting "noblood" in any token's GM Notes will cause it to never bleed.
Clear the map of blood
Use the !clearblood command in chat and all blood will move to the top left corner of the map for convenient removal.
Change color
There are currently three custom colors, but you can easily add your own in the script. Put one of the following into the GM Notes if you want the token to bleed a color other than red:
"bloodcolor_orange", "bloodcolor_purple", "bloodcolor_blue"
NOTE: YOU MUST SET YOUR OWN IMAGE URLS IN THE SCRIPT! You can put as many of either type (spatters or pools) as you wish, and it will choose from them randomly. See this page for more details.v.0.8 (2015-01-08)
- Switched order of GM Auth module checks (thanks Brian)
- [bugfix] ironed out a syntax error
- Size of spatters determined by amount of damage received
- Addressed stability issue (trails) with cooldown timer
- Added support for TheAaron's GM Auth module
- Added on "ready" event to keep funny things from happening
- !clearblood command will move all blood to top left corner of map
- [bugfix] "noblood" check now properly passes all bleeding types
- [bugfix] blood pools now appear properly
- Adding to bar3_value will no longer cause bleeding if the token is still below half health
- Added layer check to make sure nothing bleeds on the non-object layers.
- Fixed tabs and spacing
- Release
///////////////////////////////////////////////// /***********************************************/ var BloodAndHonor = { author: { name: "John C." || "Echo" || "SplenectomY", company: "Team Asshat" || "The Alehounds", contact: "echo@TeamAsshat.com", }, version: "0.8", gist: "https://gist.github.com/SplenectomY/097dac3e427ec50f32c9", forum: "https://app.roll20.net/forum/post/1477230/", wiki: "https://wiki.roll20.net/Script:Blood_And_Honor:_Automatic_blood_spatter,_pooling_and_trail_effects", /***********************************************/ ///////////////////////////////////////////////// // This value should match the size of a standard grid in your campaign // Default is 70 px x 70 px square, Roll20's default. tokenSize: 70, // If you have it installed, this will plug in TheAaron's isGM auth module, // which will make it so only the GM can use the !clearblood command // Change to "true" if you want to check for authorization useIsGM: false, // YOU MUST ADD YOUR OWN SPATTERS AND POOLS TO YOUR LIBRARY // AND GET THE IMAGE LINK VIA YOUR WEB BROWSER. // FOLLOW THE INSTRUCTIONS HERE: // https://wiki.roll20.net/API:Objects#imgsrc_and_av... // You can add as many as you'd like to either category. // Spatters are also used for blood trails. spatters: [ //"https://s3.amazonaws.com/files.d20.io/images/6993500/mAA-8agYIwkhEciVVSCFmg/thumb.png?1420411542", ], pools: [ //"https://s3.amazonaws.com/files.d20.io/images/6993478/77YowTZze57mGAHfSaxwYg/thumb.png?1420411480", ], chooseBlood: function chooseBlood(type) { if (type == "spatter") return BloodAndHonor.spatters[randomInteger(BloodAndHonor.spatters.length) - 1]; if (type == "pool") return BloodAndHonor.pools[randomInteger(BloodAndHonor.pools.length) - 1]; }, getOffset: function getOffset() { if (randomInteger(2) == 1) return 1; else return -1; }, bloodColor: function bloodColor(gmnotes) { if (gmnotes.indexOf("bloodcolor_purple") !== -1) return "#0000ff"; if (gmnotes.indexOf("bloodcolor_blue") !== -1) return "#00ffff"; if (gmnotes.indexOf("bloodcolor_orange") !== -1) return "#ffff00"; else return "transparent" }, createBlood: function createBlood(gPage_id,gLeft,gTop,gWidth,gType,gColor) { gLeft = gLeft + (randomInteger(Math.floor(gWidth / 2)) * BloodAndHonor.getOffset()); gTop = gTop + (randomInteger(Math.floor(gWidth / 2)) * BloodAndHonor.getOffset()); setTimeout(function(){ toFront(fixedCreateObj("graphic",{ imgsrc: gType, gmnotes: "blood", pageid: gPage_id, left: gLeft, tint_color: gColor, top: gTop, rotation: randomInteger(360) - 1, width: gWidth, height: gWidth, layer: "map", })); },50); }, timeout: 0, onTimeout: function theFinalCountdown() { if (BloodAndHonor.timeout > 0) { BloodAndHonor.timeout--; } else { return; } } }; fixedCreateObj = (function () { return function () { var obj = createObj.apply(this, arguments); if (obj && !obj.fbpath) { obj.fbpath = obj.changed._fbpath.replace(/([^\/]*\/){4}/, "/"); } return obj; }; }()); on("ready", function(obj) { setInterval(function(){BloodAndHonor.onTimeout()},1000); on("change:graphic:bar3_value", function(obj, prev) { if (obj.get("bar3_max") === "" || obj.get("layer") != "objects" || (obj.get("gmnotes")).indexOf("noblood") !== -1) return; // Create spatter near token if "bloodied". // Chance of spatter depends on severity of damage else if (obj.get("bar3_value") <= obj.get("bar3_max") / 2 && prev["bar3_value"] > obj.get("bar3_value") && obj.get("bar3_value") > 0) { if (randomInteger(obj.get("bar3_max")) > obj.get("bar3_value")) { var bloodMult = 1 + ((obj.get("bar3_value") - prev["bar3_value"]) / obj.get("bar3_max")); BloodAndHonor.createBlood(obj.get("_pageid"), obj.get("left"), obj.get("top"), Math.floor(BloodAndHonor.tokenSize * bloodMult), BloodAndHonor.chooseBlood("spatter"), BloodAndHonor.bloodColor(obj.get("gmnotes"))); } } // Create pool near token if health drops below 1. else if (obj.get("bar3_value") <= 0) { BloodAndHonor.createBlood(obj.get("_pageid"), obj.get("left"), obj.get("top"), Math.floor(BloodAndHonor.tokenSize * 1.5), BloodAndHonor.chooseBlood("pool"), BloodAndHonor.bloodColor(obj.get("gmnotes"))); } }); //Make blood trails, chance goes up depending on how injured a token is on("change:graphic:lastmove", function(obj) { if (BloodAndHonor.timeout == 0) { if (obj.get("bar3_value") <= obj.get("bar3_max") / 2 && (obj.get("gmnotes")).indexOf("noblood") == -1) { if (randomInteger(obj.get("bar3_max")) > obj.get("bar3_value")) { BloodAndHonor.createBlood(obj.get("_pageid"), obj.get("left"), obj.get("top"), Math.floor(BloodAndHonor.tokenSize / 2), BloodAndHonor.chooseBlood("spatter"), BloodAndHonor.bloodColor(obj.get("gmnotes"))); BloodAndHonor.timeout += 2; } } } }); on("chat:message", function(msg) { if (msg.type == "api" && msg.content.indexOf("!clearblood") !== -1) { if (BloodAndHonor.useIsGM && !isGM(msg.playerid)) { sendChat(msg.who,"/w " + msg.who + " You are not authorized to use that command!"); return; } else { objects = filterObjs(function(obj) { if(obj.get("type") == "graphic" && obj.get("gmnotes") == "blood") return true; else return false; }); _.each(objects, function(obj) { obj.set("left",0); obj.set("top",0); }); } } }); });