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Calling ApplyDamage API using Its a trap

How would one input the api command on its a trap in order to apply the damage caused by the tap using Apply Damage API?
ryan k. said: How would one input the api command on its a trap in order to apply the damage caused by the tap using Apply Damage API? I am not a fan of using its a trap cause it doesn't function properly for passive perception since characters have varying degrees of advantage/disadvantage that the sheets don't update in real time.  
That is why I make sure that all my players input there PP and AC in the name that shows up at the bottom that way I can manually reveal if need be
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Edited 1647986652
ryan k. said: That is why I make sure that all my players input there PP and AC in the name that shows up at the bottom that way I can manually reveal if need be Yeah thats my point though, you basically can't use the main core feature of the script, cause if they have disadvantage they will falsely identify the trap.  And I don't have them put their pp and ac in their name, I make custom group checks for AC and PP and set X tokens on a nonvisible page to their sheets and make a macro that calls their ac/pp/perception/investigation checks on demand for any situation.  I do use its a trap, but purely for improv/off book spaces where I wanna quickly put a trap out, and all my premade traps are generic and all have the passive system disabled on the script.  I also made a macro that manually fires the trap instead of having to spam chat with the menu first.   EDIT:  Also, you really don't want to take away player agency, having its a trap and apply damage roll saves for the players is a total bad DM behavior.  Players should roll their own dice no matter how pedantic it may look in a VTT.  
Ya I get you but I run games with like 5+ so its more of a quality of life fix for my players rather than waiting for 6 players to move roll etc. I have been dming the same group for about 3 years now so we have pretty much learned all of our likes and dislikes and ironed out the best way forward I use its a trap mainly for the jump scare. For example I have a macro so that if a player triggers a thunder wave trap and fails their save they get pushed back and then there is the FX that is used which keeps them on their toes. I feel for my group it has really improved our sessions not knowing when you might accidently trigger a trap in a dungeon or step on a pressure plate that causes a secret tunnel to appear. I have had nothing but applause since I added it. I also for example will decrease someone's PP to zero if they are blinded with a turn timer on my dm screen that lets me know when to change it back. So the disadvantage has never been an issue for PP or advantage for that matter. I just wish I could button it all up with an apply damage macro.