I have big update on the groupcheck api Use this one instead: <a href="https://github.com/earmarkaudiology-png/GroupCheck1e/blob/main/Standard%20Use" rel="nofollow">https://github.com/earmarkaudiology-png/GroupCheck1e/blob/main/Standard%20Use</a> GroupCheck 1E Setup and Use Guide
These instructions are for the standard-marker version of the script: GroupCheck1E_standard_markers.txt
What you need
You need a Roll20 Pro game with Mod/API access enabled . No other supporting API scripts are required for this script to work.
How to install it
Open your Roll20 game, go to the Mod/API Scripts
page, create a new script, paste in the full contents of the file, and
save it. If the script saves without errors, it is loaded.
What your tokens and sheets need
This script expects hit points to be on Bar 1 . It
also reads character sheet attributes for many checks, so your
characters should have the expected attributes filled in, especially
things like race , constitution , strength , dexterity , and the saving throw fields used by the script.
For best results, tokens should represent characters. Some functions
can still work on selected tokens, but many group checks rely on linked
character attributes.
How to use it
Select one or more tokens, then type:
!groupcheck
That opens the menu in chat. Most buttons act on the tokens you last selected when you ran !groupcheck .
If you want to change which tokens are being checked, select the new group first and run !groupcheck again.
Main buttons
Apply Damage
Subtracts the amount you enter from Bar 1 for each selected token. It
also updates the token markers for bloodied, unconscious, dead,
negative hit points, and intoxication where appropriate.
Morale
Rolls morale for each selected token using the token’s sheet values plus any modifier you enter.
Surprise
Rolls surprise for each selected token.
Reaction
Rolls a separate reaction result for each selected token. Bad
reactions appear red, neutral reactions use intermediate colors, and
favorable reactions appear green.
Quick Visual
This is the fast secret-door/concealed-item check for elves and half-elves only. Each selected character rolls individually and shows pass or fail in color.
Quick Room Check
This is the quick room search version. Each selected character rolls separately and shows pass or fail.
Thorough Search
This is the slower, more careful secret-door search. Each selected
character rolls separately, and elves and half-elves get their improved
chance automatically.
Saving Throw buttons
These are the five save categories:
Paralysis / Poison / Death
Petrification / Polymorph
Rods / Staves / Wands
Breath Weapons
Spells
Each one rolls separately for every selected token. You can add a modifier, optional damage, and a condition marker on failure.
Standard ability checks
These are the normal:
STR
INT
WIS
DEX
CON
CHA
They roll for each selected token using the sheet value and any modifier you enter.
3d6 Ability Check
This is the grouped roll-under ability check version. You choose the
ability and task difficulty, and each selected token rolls separately.
Thief skill buttons
These are:
Pick Pockets
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Each selected token rolls separately using its thief skill values from the sheet.
Hear Noise (Non-Thief)
This automatically checks each selected character’s race and applies the correct hearing chance for non-thieves. This is meant for quickly checking a party of PCs together.
Move Silently (Non-Thief)
Uses the non-thief move silently rule with the script’s base chance and armor adjustment.
Add Marker
Applies a standard Roll20 token marker to all selected tokens.
Remove All Markers
Clears all token markers from the selected tokens.
Less Common Checks
Opens the secondary menu for the less common utility rolls.
Help / Setup
Shows general notes about how the script works.
Less Common Checks
Drink Potion Delay
Rolls the delay before a potion takes full effect.
Apply Oil Delay
Rolls the delay for applying oil.
Potion Miscibility
Rolls the potion miscibility result and prints the full outcome.
Acid Flask Hit
Use this only after a hit has already been confirmed. It resolves breakage and the acid effect.
Holy Water Hit
Use this only after a hit has already been confirmed. It resolves breakage and the holy water effect.
Flaming Oil Hit
Use this only after a hit has already been confirmed. It resolves breakage and the flaming oil effect.
Poison Flask Hit
Use this only after a hit has already been confirmed. It resolves poison flask breakage and shows the poison result details.
Acid Flask Miss
Use this after a miss. It rolls scatter and resolves where the flask lands.
Holy Water Miss
Use this after a miss. It rolls scatter and resolves where the flask lands.
Flaming Oil Miss
Use this after a miss. It rolls scatter and resolves where the flask lands.
Poison Flask Miss
Use this after a miss. It rolls scatter and resolves where the poison flask lands.
Alcohol CON Check
Makes the intoxication Constitution check when the DM calls for one.
Failed checks advance the intoxication state from slight to moderate to
great to comatose.
Alcohol Recovery
Shows the recovery timing for the current intoxication level.
Reset Intoxication
Clears the intoxication state and related token marker.
General Disease
Rolls a general disease result using the disease table. The DM decides when to roll and enters any manual modifiers.
Parasitic
Rolls a parasitic infestation result using the parasitic table. The DM decides when to roll and enters any manual modifiers.
Detect Invisible Creatures
Resolves the detect invisible creatures chance based on the selected parameters.
Dwarf Mining Skills
Rolls each dwarf mining skill for the selected tokens and shows pass or fail in green or red.
Gnome Mining Skills
Rolls each gnome mining skill for the selected tokens and shows pass or fail in green or red.
Insanity
Rolls 1d20 on the insanity table and prints the full text result.
Token markers used by this version
This version was rewritten to use standard Roll20 markers so it can
be shared more easily between games. It does not depend on your custom
campaign marker IDs.
It uses standard markers for things like:
bloodied
unconscious
dead
negative hit points
intoxication levels
Best practice for users
Always select the tokens first, then run !groupcheck . If
results look wrong, the first thing to check is whether the token
represents a character and whether the needed sheet attributes actually
exist.