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Hiding GroupCheck/ApplyDamage rolls from players

Is there a way to keep the following macro from displaying its results to the players in chat? Seems like /gmroll should do it, but I don't know how or where to include it. Here's the macro in question: !group-check {{ --?{Ability Save|Strength,Strength Save|Dexterity,Dexterity Save|Constitution,Constitution Save|Intelligence,Intelligence Save|Wisdom,Wisdom Save|Charisma,Charisma Save} --ro ?{Roll Type|Normal,roll1|Advantage,adv|Disadvantage,dis} --process --subheader vs DC ?{DC} --button ApplyDamage !apply-damage ~dmg [[?{Damage|0}]] ~type ?{Damage on Save|Half,half|None,none} ~DC ?{DC} ~saves RESULTS(,) ~ids IDS(,) ?{Status| None,~| Red,~status red| Blue,~status blue| Green,~status green| Orange,~status orange| Purple,~status purple| Pink,~status pink| Yellow,~status yellow| ―, | Concentrating,~status blue| Readying,~status stopwatch| ―, | Prone,~status back-pain| Restrained,~status fishing-net| Grappled,~status grab| ―, | Incapacitated,~status interdiction| Stunned,~status pummeled| Unconscious,~status sleepy| ―, | Charmed,~status chained-heart| Frightened,~status screaming| ―, | Poisoned,~status drink-me| Blinded,~status bleeding-eye| Deafened,~status lightning-helix| Paralyzed,~status padlock| Petrified,~status broken-skull| ―, | Dodging,~status bolt-shield| Cover (half),~status broken-shield:2| Cover (three-quarters),~status broken-shield:5| Cover (full),~status white-tower| Invisible,~status ninja-mask| ―, } }}
I believe passing in the option `--whisper` should whisper the roll to the GM and not display to the players in chat.
Hey--thanks for the reply! I knew there were a couple of different methods, but I wasn't sure of where to place the command. Looks like right up at the top of the macro is where it goes...=) As an aside, I've been working on a single macro that merges functions from TokenMod, GroupCheck, a modified ApplyDamage script, and automatic setting of D&D 2024 conditions. This lets you select a group of tokens, call for saving throws, and then automatically apply damage and conditions appropriately based on save success/failure. It seems to be working correctly--I'll post it once I've got  the kinks worked out for anyone that's interested...