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on("ready", function() { | |
on('chat:message', function(msg) { | |
if (msg.type === "api" && msg.content.split(' ')[0] === "!AddWep") | |
{ | |
// strips the first bit off of the api command | |
let weaponName = msg.content.replace("!AddWep ", ""); | |
AddWep(msg, weaponName); | |
} | |
}); | |
}); |
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//TableMaker | |
//Make a character with no sheet. | |
//All attributes are table entries, all current values are weights. | |
//Drag token (can be default) to canvas. Select it. Type !TableMaker <table name> into chat and hit enter | |
//Table name must use dashes for spaces (probably) | |
//Transmog your table over to whatever game you need it for. | |
//This probably sucks, don't use it. | |
on("ready", function() { |
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// Add other maneuvers as desired. | |
// Select PC tokens tokens, hit !CombatManeuverBatch | |
var generateUUID = (function() { | |
"use strict"; | |
var a = 0, b = []; | |
return function() { | |
var c = (new Date()).getTime() + 0, d = c === a; | |
a = c; |
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/* Screen Shake (really just maps, tokens, and paths) | |
make a macro with the folloing body | |
/w gm &{template:default} {{name=Screen Shaker}} {{[Start](!ScreenShake)}} {{[Shake With Time](!ScreenShake ?{time})}} {{[Stop](!ScreenShakeStop)}} | |
*/ | |
on("ready", function() { | |
var ScreenShakeEnabled = true; | |
on("chat:message", function (msg) { | |
if (msg.type === "api" && msg.content.split(' ')[0] === "!ScreenShake" && playerIsGM(msg.playerid)) | |
{ | |
var shakeTime = 0; |
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on("ready", function() | |
{ | |
on("chat:message", function (msg) | |
{ | |
if (msg.type === "api" && msg.content === "!allyEnemy") | |
{ | |
allyEnemy() | |
} | |
if (msg.type === "api" && msg.content === "!fortuneMisfortune") | |
{ |
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/**************************************** Druid Shift **************************************** | |
This is for the 5E OGL sheet in Roll20. It will probably not work with any others without | |
some modification. Also, I didn't do much in the way of error checking. | |
The GM must make character named Druid X, where X is the creature being shifted into. | |
It is suggested that the GM duplicate existing creatures, rename them, and assign to the druid | |
player. The images for the characters must be uploaded and assigned to the avatar of the druid | |
form characters. The easiest way I've found it to open the character sheet, edit, right click | |
the picture in the avatar, copy, paste into your image program, save, upload and put it back in. | |
Maybe you could just upload it back into the avatar directly. Anyways, this won't work if you |
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&{template:npcaction} {{name=Size and Shape}} {{rname=Shape Maker}} {{description=**Circle Radius** | |
[5 ft](!TemplateGenerator Circle 5) | [10 ft](!TemplateGenerator Circle 10) | [20 ft](!TemplateGenerator Circle 20) | [30 ft](!TemplateGenerator Circle 30) | [40 ft](!TemplateGenerator Circle 40) | |
________________________ | |
**Square Side** | |
[10 ft](!TemplateGenerator Square 10) | [15 ft](!TemplateGenerator Square 15) | [20 ft](!TemplateGenerator Square 20) | [40 ft](!TemplateGenerator Square 40) | |
________________________ | |
**Cones** | |
[60](!TemplateGenerator Cone 60 135) -------- [60](!TemplateGenerator Cone 60 90) -------- [60](!TemplateGenerator Cone 60 45) | |
----[30](!TemplateGenerator Cone 30 135) ---- [30](!TemplateGenerator Cone 30 90) ---- [30](!TemplateGenerator Cone 30 45)---- | |
--------[15](!TemplateGenerator Cone 15 135) [15](!TemplateGenerator Cone 15 90) [15](!TemplateGenerator Cone 15 45)--------- |
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on("ready", function() | |
{ | |
on("chat:message", function (msg) | |
{ | |
if (msg.type === "api" && msg.content === "!DiceMacroSetup") | |
{ | |
if (playerIsGM(msg.playerid)) | |
{ | |
if (!findObjs({_type: 'macro', _playerid: msg.playerid, name: 'd2'})[0]) | |
{ |
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/************************************************************************************************************ | |
You will need to create a character named TMChar. Leave him empty, but in the attributes and abilities tab, | |
add two attributes: PoolThreat, and PoolMomentum. Set appropriate caps. Momentum caps at 6, I believe. | |
I chose 20 for a threat cap, but I'm not sure there is one. You can edit to remove the cap on threat, | |
or just set it very high on the sheet. | |
You will then need to make 5 macros, with the following bodies: | |
!TMReport | |
!TMThreatInc | |
!TMThreatDec | |
!TMMomentumInc |
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// a script to remove rooftops if a player enters a building | |
// move the player flag to the page you want to use this on | |
// draw your dynamic lighting lines on your building | |
// use a roof token, best if it's rotation is an integer multiple of 90 degrees (0, 90, 180, 270) | |
// name the roof token "roof", without the quotes. Preferable put it on map layer | |
// drag in player tokens. That is, tokens either assigned to players, or representing characters assigned to player | |
// type !RoofReady into chat, or better yet, use it from a macro. Alternatively, dragging the player flag to the page does this. | |
// should be good to go. Let me know if there are errors please :) | |
// other feature: !RoofDLOff and !RoofDLOn will now turn off or on the dynamic lighting interaction of the script. Default is 'on'. | |
// if you want default to be off, change the declaration on line 21 to read: var dlInteraction = false; |