timmaugh said: DM Deadman said: Is there a way to have it trigger if a player has a high Passive Perception? Like set it up to trigger when a token player passes over it but only if that player's Passive Perception is 15 or higher? Is there a way for it to check the player's sheet for their Passive Perception? Another option is the MetascriptToolbox, which will work in the command line of other scripts (even ScriptCards!). For instance, if the attribute you're looking for on the instigating token is called "passive_wisdom", then you can add an IF block to a command like this: !{& if @(@{instigator_id}.passive_wisdom) >= 15}Hoocha{&else}Lobster{&end}{&simple} The {&simple} is just there because I want both of those options to hit the chat as a proof of concept ({&simple} turns the output into a "simple" chat command; not an "API" command). If you wanted to use the IF block with scripts, you wouldn't want the {&simple}: !{& if @(@{instigator_id}.passive_wisdom) >= 15}fade --in {&select RoomInfoGraphic}{&end} That would use the Fade script to fade-in a token you'd hidden on the board (something with info about the room). You want to reveal it only if the triggering character has a high enough Passive Perception. There are more tricks that can be accomplished this way... and more bells & whistles. The same can be said for the ScriptCards approach, of course. Just trying to show the options. Could you share some code for IF passive perception is lower then 15, "The room appears empty" but if 15 or higher "You see a secret door!"