If you had searched on the forums for universal chat menu, it would have given you this thread as one of the results: <a href="https://app.roll20.net/forum/post/7474530/script-call-for-testers-universal-chat-menus/?pagenum=1" rel="nofollow">https://app.roll20.net/forum/post/7474530/script-call-for-testers-universal-chat-menus/?pagenum=1</a> First, you have to have an api macro set up for each thing you want it to do. I have one for npcs (so I get their whole menu at once), but have players split into several different buttons. I set these all up in my macro collection, and give everyone permissions to the ones for player characters. I only give access to the npc menu macro to players that have animal companions/familiars or will be summoning things. Since the token action bar is alphabetical, I name them all starting with menu so that they will always be together. My current list of menu buttons when I select a token look like this: The npc menu macro that I currently use: !chatmenu @{selected|character_id} {template:pc} {{charname=@{selected|character_name}}} {{type=ability}} {{smallname=NPC MENU}} {{showchar=[1]}} {{descflag=1}} {{desc=CHATMENU **Defense Statistics** AC @{selected|ac} |Touch @{selected|ac_touch} |Flat-Footed @{selected|ac_flatfooted} |CMD @{selected|cmd_mod} |SR @{selected|sr} }} {{shownotes=[1]}} {{notes=**- Fort:**@{selected|fortitude_notes} |**Ref:**@{selected|reflex_notes} |**Will:**@{selected|will_notes} |**AC:**@{selected|ac_notes} |**CMD:**@{selected|cmd_notes} |**SR:**@{selected|sr_notes}}} --title:Melee and Ranged Attacks --separator:~ --repeating_npcatk-melee|atkname|attack --repeating_npcatk-ranged|atkname|attack --repeating_npcatk-special|atkname|attack --title:Spell Like and Items --separator:~ --repeating_spell-like|spelldisplay|spell --title:Cantrips and Orisons --separator:~ --repeating_spell-0|spelldisplay|spell --title:Level 1 --repeating_spell-1|spelldisplay|spell --title:Level 2 --repeating_spell-2|spelldisplay|spell --title:Level 3 --repeating_spell-3|spelldisplay|spell --title:Level 4 --repeating_spell-4|spelldisplay|spell --title:Level 5 --repeating_spell-5|spelldisplay|spell --title:Level 6 --repeating_spell-6|spelldisplay|spell --title:Level 7 --repeating_spell-7|spelldisplay|spell --title:Level 8 --repeating_spell-8|spelldisplay|spell --title:Level 9 --repeating_spell-9|spelldisplay|spell --title:Saves --Fort(@{selected|fortitude}),fortitude --Ref(@{selected|reflex}),reflex --Will(@{selected|will}),will If I drag out a simple creature from the bestiary (a wolf as an example), the npc menu that is printed to chat looks like this: The "Bite" and all 3 saves are clickable and will roll that macro from the sheet. A more complex npc will look like this: Obviously I didn't go into the sheet and choose the other 2 cantrips this thing is supposed to have before taking these screenshots. The skill macro I uses will work for players or npcs. GiGs wrote this thing so that it can ignore skills that require a rank to be rolled, so it will trim the list right down. Others probably do their skill list differently than I do, but I categorize mine. The chatmenu macro that the button calls: !chatmenu @{selected|character_id} {template:pc}{{charname=@{selected|character_name}}} {{type=ability}} {{smallname=SKILLS}} {{showchar=[1]}} {{descflag=1}} {{desc=CHATMENU}} --title:Athletic Skills --Acrobatics,acrobatics|Climb,climb|Fly,fly|Swim,swim --title:Sneaky Skills --Disable Device,disabledevice,disable_device_ranks|Escape Artist,escapeartist|Disguise,disguise|Sleight of Hand,sleightofhand,sleight_of_hand_ranks|Stealth,stealth --title:Social Skills --Bluff,bluff|Diplomacy,diplomacy|Intimidate,intimidate|Sense Motive,sensemotive --title:Utility Skills --Appraise,appraise|Handle Animal,handleanimal,handle_animal_ranks|Heal,heal|Linguistics,linguistics,linguistics_ranks|Perception,perception|Ride,ride|Spellcraft,spellcraft,spellcraft_ranks|Survival,survival|Use Magic Device,usemagicdevice,use_magic_device_ranks --title:Knowledge Skills --Knowledge (Arcana),knowledgearcana,knowledge_arcana_ranks|Knowledge (Dungeoneering),knowledgedungeoneering,knowledge_dungeoneering_ranks|Knowledge (Local),knowledgelocal,knowledge_local_ranks|Knowledge (Nature),knowledgenature,knowledge_nature_ranks|Knowledge (Planes),knowledgeplanes,knowledge_planes_ranks|Knowledge (Religion),knowledgereligion,knowledge_religion_ranks|Knowledge (Engineering),knowledgeengineering,knowledge_engineering_ranks|Knowledge (Geography),knowledgegeography,knowledge_geography_ranks|Knowledge (History),knowledgehistory,knowledge_history_ranks|Knowledge (Nobility),knowledgenobility,knowledge_nobility_ranks --title:Craft Skills --@{selected|craft_name},craft,craft_ranks --repeating_skillcraft|name|skill --title:Perform Skills --@{selected|perform_name},perform,perform_ranks --repeating_skillperform|name|skill --title:Profession Skills --@{selected|profession_name},profession,profession_ranks --repeating_skillprofession|name|skill --separator:~ The wolf has no knowledge skills, disable device, crafting, etc, so those don't show up (it may not be very diplomatic, but since the rules allow that to be rolled without a rank, it is set up to display in case a pc needs to roll on it untrained): Again, all those skill names are clickable and will trigger that roll from the sheet. Basically, you can go through your npcs and make token actions on their sheets, or you can make a few global macros and use the api to make it work for everything. Put the power of your pro subscription to work for you.