Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

[Help] BloodAndHonor not triggering with TokenMod

I have a kill macro set up through TokenMod that brings selected token's bar1_value to 0. BloodAndHonor creates blood pools when a token's bar1_value <= 0... Changing this number manually triggers the blood pool but when I use the macro to bring the values to 0 no blood pools appear? 
1523316935
The Aaron
Pro
API Scripter
This is because API script changes do not cause events.&nbsp; This version should get triggered by TokenMod: ///////////////////////////////////////////////// /***********************************************/ var BloodAndHonor = { author: { name: "John C." || "Echo" || "SplenectomY", company: "Team Asshat" || "The Alehounds", contact: "<a href="mailto:echo@TeamAsshat.com" rel="nofollow">echo@TeamAsshat.com</a>" }, version: "0.8.2", // The Aaron - Patched for playerIsGM(), createObj(), and randomInteger() crash. gist: "<a href="https://gist.github.com/SplenectomY/097dac3e427ec50f32c9" rel="nofollow">https://gist.github.com/SplenectomY/097dac3e427ec50f32c9</a>", forum: "<a href="https://app.roll20.net/forum/post/1477230/" rel="nofollow">https://app.roll20.net/forum/post/1477230/</a>", wiki: "<a href="https://wiki.roll20.net/Script:Blood_And_Honor:_Automatic_blood_spatter,_pooling_and_trail_effects" rel="nofollow">https://wiki.roll20.net/Script:Blood_And_Honor:_Automatic_blood_spatter,_pooling_and_trail_effects</a>", /***********************************************/ ///////////////////////////////////////////////// // 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 &nbsp; &nbsp; &nbsp; &nbsp; // NOTE: Changed this to use the now built in playerIsGM() 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: // <a href="https://wiki.roll20.net/API:Objects#imgsrc_and_avatar_property_restrictions" rel="nofollow">https://wiki.roll20.net/API:Objects#imgsrc_and_avatar_property_restrictions</a> // You can add as many as you'd like to either category. // Spatters are also used for blood trails. spatters: [ //"<a href="https://s3.amazonaws.com/files.d20.io/images/6993500/mAA-8agYIwkhEciVVSCFmg/thumb.png?1420411542" rel="nofollow">https://s3.amazonaws.com/files.d20.io/images/6993500/mAA-8agYIwkhEciVVSCFmg/thumb.png?1420411542</a>", ], pools: [ //"<a href="https://s3.amazonaws.com/files.d20.io/images/6993478/77YowTZze57mGAHfSaxwYg/thumb.png?1420411480" rel="nofollow">https://s3.amazonaws.com/files.d20.io/images/6993478/77YowTZze57mGAHfSaxwYg/thumb.png?1420411480</a>", ], 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(createObj("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 &gt; 0) { BloodAndHonor.timeout--; } else { return; } } }; on("ready", function(obj) { setInterval(function(){BloodAndHonor.onTimeout()},1000); &nbsp; &nbsp; let handleBarChange = 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") &lt;= obj.get("bar3_max") / 2 && prev["bar3_value"] &gt; obj.get("bar3_value") && obj.get("bar3_value") &gt; 0) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var m=parseInt(obj.get('bar3_max'),10)||1, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; v=parseInt(obj.get('bar3_value'),10)||1, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; r=randomInteger(m); if (r&gt;v) { 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") &lt;= 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"))); } }; &nbsp; &nbsp; on("change:graphic:bar3_value", handleBarChange); &nbsp; &nbsp; if('undefined' !== typeof TokenMod && TokenMod.ObserveTokenChange){ &nbsp; &nbsp; &nbsp; &nbsp; TokenMod.ObserveTokenChange((obj,prev)=&gt;{ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(obj.get('bar3_value')!==prev.bar3_value){ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; handleBarChange(obj,prev); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; //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") &lt;= obj.get("bar3_max") / 2 && (obj.get("gmnotes")).indexOf("noblood") == -1) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var m=parseInt(obj.get('bar3_max'),10)||1, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; v=parseInt(obj.get('bar3_value'),10)||1, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; r=randomInteger(m); if (r&gt;v) { 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 && !playerIsGM(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); }); } } }); });