Animation and scene names should match the following regular expression: ^[_0-9a-zA-Z]+$
Basic statement layout:
<command> [<start time> [<duration> [<...args>]]]
Comments can be declared using // ...
.
start time
(S
) -- The time at which the command should be run, in milis, from when the animation started.
duration
(D
) -- The duration over which the command should be run, relevant in cases where e.g. a move should be done smoothly over a long period.
args
-- All movement values are in pixels, all rotation values are in degrees.
-
-- A single dash ("-") represents an nonexistent value.
Moves a token.
mv S D x y z
x
-- Amount to move in the X direction.
y
-- Amount to move in the Y direction.
z
-- Amount to move in the Z direction; Z movement is marked by updating the "wings" status on a token.
Moves a token to an exact position (arguments as above).
mvx S D x y z
Duplicates a token. This can optionally trigger an animation on the newly-created child token.
cp S childAnimation
childAnimation
-- Name of an animation to trigger on the child.
Rotates a token.
rot S D degrees
degrees
-- Amount to rotate.
Rotates a token to an exact angle (arguments as above).
rotx S D degrees
Flips a token.
flip S h v
h
-- true
if the token is to be flipped horizontally, false
otherwise.
v
-- true
if the token is to be flipped vertically, false
otherwise.
Flips a token to an exact orientation (arguments as above).
flipx S h v
Scales a token.
scale S D scaleX scaleY
scaleX
-- scaling factor for the token to be scaled to in the X dimension; initial scale is "1.0" (double size would be "2.0").
scaleY
-- scaling factor for the token to be scaled to in the Y dimension; initial scale is "1.0" (double size would be "2.0").
Scales a token to an exact scale (arguments as above).
scalex S D scaleX scaleY
Change which layer the token is on.
layer S layerName
layerName
-- One of {map
, token
, gm
, foreground
, lighting
, weather
}
Change the token's lighting properties.
light S D lightRadius dimStart degrees
lightRadius
-- Light radius, in feet.
dimStart
-- Start of dim light, in feet.
degrees
-- Light angle.
Change the token's lighting properties to exact values (arguments as above).
lightx S D lightRadius dimStart degrees
Set a property on the token.
`prop S propName value`
propName
-- The property name. See Appendix A for a list of valid properties. Note that the gmnotes
and sides
properties are automatically URL-escaped to match the format Roll20 expects.
value
-- The property value. This is passed to JSON.parse()
(assuming a string as a fallback in case of errors). Therefore, any valid JSON can be inserted into this field. Note that this argument can include spaces.
Trigger a macro.
macro S <macro name>
Trigger an animation. Note that this can be used to cause an animation to loop, by re-triggering the same animation after a set delay.
anim S <animation name>
The following are technically valid token properties, although may produce undesirable effects if changed. Use with caution.
left
top
width
height
z_index
imgsrc
rotation
type
layer
locked
flipv
fliph
anim_loop
anim_paused_at
anim_autoplay
name
gmnotes
controlledby
represents
bar1_value
bar1_max
bar1_link
bar2_value
bar2_max
bar2_link
bar3_value
bar3_max
bar3_link
aura1_radius
aura1_color
aura1_square
aura2_radius
aura2_color
aura2_square
tint_color
status_dead
statusmarkers
showname
showplayers_name
showplayers_bar1
showplayers_bar2
showplayers_bar3
showplayers_aura1
showplayers_aura2
playersedit_name
playersedit_bar1
playersedit_bar2
playersedit_bar3
playersedit_aura1
playersedit_aura2
light_radius
light_dimradius
light_otherplayers
light_hassight
light_angle
light_losangle
light_multiplier
adv_fow_view_distance
groupwith
sides
currentSide