I assume that the code creates macros and sets them as token actions? What sort of actions did you want macros created for? As it turns out, I have created my own API script for 3.5e called importMonster which incorporates a lot of this kind of functionality. (It, for example, creates spell macros, creates attack macros, creates skill macros, and creates ability macros). I have also created a simple script that toggles the token actions on and off (as with all these macros, I find it annoying to have them all set to token actions when I'm trying to move the token around the screen--assuming that a character has a lot of actions). In particular, the spell macros depend upon a lot of things, and are actually contained in a separate script but based around the same kind of structure. I found a whole depository of spell macros and wasn't all-together keen on how they were constructed. So I figured out how to compile them into a single .txt file, copy and pasted that into an API script, and then used the API script to create separate macros with the edits I wanted. This, of course, leads to slow load times because it loads 700 macros into the game which are all loaded when you jump into the game. These macros were all created to try and reflect the lowest possible level at which each spell could be cast (such as an effect from a potion or a scroll) and had that information hard-wired into the spell. And for the most part, with the exception of a few spells that have weird damage calculations, the script also predictively adds damage rolls and other relevant rolls to the macro by combing the description text. That being said, all of these macros are designed to be global so that all players could access them quickly. However, I also wanted to be able to load each spell up into a character sheet and change the default values to the values specific to that character. So I created another API which searches the character Macros for any Macros that have the exact same name as the global spell macro and replaces it. You add text to the action part of the macro such as "CL" for "Caster Level" and "DC" for "DC" followed by the relevant number. Assuming that these values are present, it uses those instead of the default values. Finally, I incorporated all of this into my importMonster script so that you can edit the stat block to include these Macros so that it will add it to the character sheet for you, and then you can run the spell macro script (forgot what I called it) to actually load the spell. So... I guess what I'm saying is... what exactly do you want the script to do? In a large part, I may have already done much of the work for you, and I wouldn't mind you using large chunks of my code to get it to do what you want. EDIT: Forgot to include the link: <a href="https://app.roll20.net/forum/post/10672575/reviving-srd-importer-by-chris-s/" rel="nofollow">https://app.roll20.net/forum/post/10672575/reviving-srd-importer-by-chris-s/</a>