David M. said: Are there any problems with adding certain characters to the description field in the script.json file? From looking at other scripts, it looks like I can add \r for carriage return and ** ** notation for bold, as in formatting text chat. I'd want to output double brackets {{ }}, square brackets [[ ]], greater/less than < >, single quotes ', and forward slashes //, to replicate something like the following: ! Spawn {{
-- name | < charName > //(REQUIRED) name of the character whose target we want to spawn
-- targets | < # > //Destination override. Instead of using selected token(s) as origin, use target token(s)
-- qty | < # > // DEFAULT = 1 . How many tokens to spawn at each origin point. MAX = 20
//supports hardcoded and rollable table inline rolls such as [[ 1d6 ]] and [[ 1t[tableName] ]]
-- offset | < #,# > //X,Y pos or neg shift in position of the spawn origin point(s) relative to the origin token(s), in number of SQUARES
//DEFAULT = 0,0 // (NOTE: a POSITIVE Y offset means LOWER on the map)
-- placement | < option > //How to arrange the tokens relative to the origin point (+ offset). Options are:
//' stack ' : (DEFAULT) All tokens will be stacked on top of each other
//' row ' : A horizontal row of tokens
//' column , col ' : A vertical column of tokens
//' surround ' : A clockwise spiral placement around origin token, starting at top (NOTE: any supplied offset will be ignored)
//' grid #' : A square grid with "#" tokens per row. Raster left to right
//' burst #' : An expanding diagonal distribution of tokens starting "#" squares from the 4 origin token corners. Large qty will form an "X" pattern
// 'cross #' = "evenly" distributed vert/horiz cross pattern, starting directly above origin by # squares. Large qty will form a "+" pattern
-- size | < #,# > // DEFAULT = 1,1 (X,Y) - How many SQUARES wide and tall are the spawned tokens?
-- side | < # or rand > // DEFAULT = 1 . Sets the side of a rollable table token.
// # : Sets the side of all spawned tokens to "#"
// 'rand,random' : Each spawned token will be set to a random side
-- order | < option > //The z-order of the token. (NOTE: a recent Roll20 "feature" will always put character tokens with sight above those without, so YMMV.)
// toFront,front,top,above : Spawn token moved to front
// toBack,back,bottom,below : Spawn token moved to back
-- light | < #,# > //Set light radius that all players can see.
// For Legacy Dynamic Lighting (LDL):
//First # is the total radius of the light (light_radius) //Second # is the start of dim light (light_dimradius) (so: 10,5 will be 10 ft of total light, with dim radius starting at 5ft)
// For Updated Dynamic Lighting (UDL):
//First # is the radius of bright light (bright_light_distance)
//Second # is the additional radius of dim light (so: 10,5 will be 10ft of bright light + 5ft of dim light)
-- mook | < yes/no > // DEFAULT = false (the "represents" characteristic of the token is removed so changes to one linked attribute, e.g. hp, will not propagate to other associated tokens.
//If set to true, linked attributes will affect all tokens associated with that sheet
-- force | < yes/no > // DEFAULT = false . The origin point is by default relative to the geometric center of the origin token
//Origin tokens of larger than 1x1 may spawn tokens in between squares, which may be strange depending on the specific case
//Set to true in order to force the token to spawn in a full square
-- sheet | < charName2 > // DEFAULT = selected character . The character sheet in which to look for the supplied ability
//useful if the ability exists on a "macro mule", etc.
-- ability | < abilityName > //The ability to trigger after spawning occurs. With caveats as described below
--fx| < type-color > //Trigger FX at each origin point.
//Supported types are: bomb,bubbling,burn,burst,explode,glow,missile,nova,splatter
//Supported colors are: acid,blood,charm,death,fire,frost,holy,magic,slime,smoke,water
--bar1| < currentVal/optionalMax > //overrides the token's bar1 current and max values. Max is optional. If overridden, bar1_link will be removed
--bar2| < currentVal/optionalMax > //overrides the token's bar2 current and max values. Max is optional. If overridden, bar2_link will be removed
--bar3| < currentVal/optionalMax > //overrides the token's bar3 current and max values. Max is optional. If overridden, bar3_link will be removed
-- expand| < #frames, delay > //Animates the token during spawn. Expands from size = 0 to max size
//#frames: how many frames the expansion animation will use. Start with something like 20
//delay: how many milliseconds between triggering each frame? Start with something like 50. Any less than 30 may appear instant
}} The description field appears to use Markdown notation, so you should be able to find a site where you can enter your text and get the markdown to paste into it.