Reaching back a page, a thought occurs that might be a step towards making the auto-trigger rage-power script more vanilla... Wolf Thunderspirit said: Ugg ... though I'm sure there is no other way than IDs to do specific actions though, is there? Something more vanilla? If I put the macro lines in the rage description box somehow, that would cover the usage ticking and be able to omit the 3rd line. if the player clicks their rage, it decrements use and fires the code to turn it on. But that won't tick the modifier to increase damage, so I still need to use an ID for that. Then also, to turn it off, I need a macro with identifiers. What I was kinda looking for is if anyone in my group wants to play a barbarian, "Here's your macros, set one in the rage box, make your own macro for the other." But this is more my level of work - in finding their ID's for them to be able to do both as their own token macros. Not vanilla. Very chocolate. Thought we had what I was looking for for a moment, and we do, it's just a lot of extra and individualized work. Maybe I'll get lucky and no one will roll a barbarian .... lmao. keithcurtis said: Unfortunately, the only option to make it more vanilla is to ensure that all characters have their Rage mod and Rage class feature in the same order, so that you can refer to them by sequence number instead of discreet ID. Granted that my idea still necessitates finding out what the discreet IDs of any given character's rage powers are (or other powers that something of this general form could be applied to), but would it be possible to achieve a middle ground by coding the script to query for its own unique attribute (like '_rage_power_discreet_ID_value'), that could then be used as a statically-coded pointer/feeder for the actual activation script, which would reference that static value on each character sheet to determine what value for he discreet ID to plop into the triggering macro that Keith wrote? (Probably not in a macro, but perhaps in a fairly simple API script that can be invoked via macro?) Edited to add: As an additional step, would it be even remotely possible to construct a setup wrapper API script that could be set to listen for the next triggered ability that possesses a discreet ID, ask what it was for, and create the necessary additional character attributes based on the answer to make the pointer-referencing idea above work without needing to do anything more fiddly or onerous than make the character dance for you (as it were)?