My first script posted on the forums! All feedback is appreciated. This Script was created for RPGs in general, some tweaking will almost certainly be needed to adjust to your campaign. EDIT: script also was written when I was way less experienced, approach installing it with patience. Author: gui8312 API Name: SurvivalTimer Date: 18th of October 2017 General description: * This API allows for survival factors to affect players over time. Only affects online players. * The statuses are: Hunger, Exhaustion, Temperature, Wetness. If these Statuses surpass 30 (absolute value), negative effects kick in. Over 60 and character faints. * One last attribute is included to give an idea of all statuses together: survival_status=240-(hunger+exhaustion+math.abs(temperature)+wetness) * Statuses are updated every 10 minutes (can be changed at the bottom of the script) * Player actions like eating food to lower hunger need to be done manually, this script only affects over time effects. * Works for campaigns with up to 10 players+GM, each player controlling up to 5 Characters. Player IDs need to be introduced into the API manually once, in the ID list at the top. If new players are added, manually updating is required again. * To be sure the API works: provide at the very least the GM's player ID, the ID of one non-GM player and the ID of one character that the non-GM Player controls. Statuses described: * Hunger and Exhaustion are lost over time and recovered respectively by eating and resting. * Temperature and Wetness are affected by the map. To control this you need to include the following keywords in the maps name: HOT,MILD,COLD,DRY,WET. Keywords that are repeated intesify the effects. ex1: Black Forest COLD DRY (This map will reduce the Temperature of the players and it will reduce their wetness) ex2: Snowy Peak COLD COLD COLD WET (This Map will strongly reduce the Temperature of players over time and slowly raise their wetness) ex3: White Blossoms MILD,DRY DRY (This map will get Temperature closer to optimal value as time passes and will dry up players pretty fast) Note1: Maps with no keywords will only affect hunger and exhaustion, the rest will stay as it is. Note2: Maps with only one time COLD/HOT will only get the temperature to a certain level, not being enough to harm the players. Pacing: * Hunger is raised by 10 every 4 hours of gameplay. Exhaustion is raised by 30 in the same time. * Temperature is changed based on the map name. Same for Wetness. Best to test the pace before the Session. Default effects: * Starving, Hunger > 30, All rolls with disadvantage * Exhausted, Exhaustion > 30, All rolls with disadvantage * Hot, Temperature > 30, Heatstroke sets in, damaging player for around 10% of their max HP every 10mins; chance of food rotting; chance of getting sick, strongly reducing Movement abilities (MP) and Action abailities (AP) * Cold, Temperature < -30, Frostbite sets in, damaging player for around 10% of their max HP every 10mins; chance of getting sick slighty reducing Movement abilities (MP) and Action abailities (AP) * Drenched, Wetness > 30, Chance of food rotting pretty high, chance of getting very sick (strongly reducing Movement abilities (MP) and Action abailities (AP)) or almost dying from sickness (blocks Movement abilities (MP) and Action abailities (AP)) * Any of the stats above > 60 (absolute value), fainting sets in, putting HP at 0. Time Jumps: * If the team does a time jump, this needs to be done manually for now. Each player should be affected the same. * you probably can still automate this pretty easily yourself with a multiple choice macro (so with elements like ?{question|default answer}) * 1 hour will raise hunger by 0.4167, exhaustion by 1.2501. * 1 hour will raise wetness by 0.2167/1.2501/1.875 for a WETx1/WETx2/WETx3 map, and lower it by 0.4167/0.5834/0.8750 for a DRYx1/DRYx2/DRYx3 map. * 1 hour will raise temperature by 0.4167/0.8334/1.2501 for a HOTx1/HOTx2/HOTx3 map, and lower it by 0.4167/0.8334/1.2501 in a COLDx1/COLDx2/COLDx3 map. * with HOTx1/COLDx1 maps, temperature should not go over 15 in absolute value, no matter how long the party stays there. * 1 hour of frostbite/overheating will lower HP by 15% / 20% of the max HP. * 1 hour multiply the absolute value of your temperature by 0.95 for MILD maps. EX1: this means that for 5 hours you need to multiply the initial temperature by (0.95)^5. Github Link: <a href="https://gist.github.com/gui8311/2a2027f6c0d38c619fcd0dd7cbc0e4a2" rel="nofollow">https://gist.github.com/gui8311/2a2027f6c0d38c619fcd0dd7cbc0e4a2</a>