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Types of Objects

There are several different types of objects that are used throughout the Roll20 API. Here's a quick listing of each, what it is, and what properties it contains (along with the default values). As a general rule of thumb, properties that begin with an underscore (_) are read-only and cannot be changed. You must access properties on objects using obj.get("property") and set new values using obj.set("property", newvalue) or obj.set({property: newvalue, property2: newvalue2}).

Note: The id property of an object is a globally-unique ID: no two objects should have the same one, even across different types of objects. In addition, since an object's id is frequently-accessed and never changes, there is a shortcut available where you can access it by using obj.id instead of obj.get("_id") if you wish (either will work).

Path

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "path" Can be used to identify the object type or search for the object. Read-only.
_pageid ID of the page the object is in. Read-only.
_path A JSON string describing the lines in the path. Read-only, except when creating a new path. See Objects/Path for more information.
fill "transparent" Fill color. Use the string "transparent" or a hex color as a string, for example "#000000"
stroke "#000000" Stroke (border) color.
rotation 0 Rotation (in degrees).
layer "" Current layer, one of "gmlayer", "objects", "map", or "walls". The walls layer is used for dynamic lighting, and paths on the walls layer will block light.
stroke_width 5
width 0
height 0
top 0 Y-coordinate for the center of the path
left 0 X-coordinate for the center of the path
scaleX 1
scaleY 1
controlledby "" Comma-delimited list of player IDs who can control the path. Controlling players may delete the path. If the path was created by a player, that player is automatically included in the list.

All Players is represented by having 'all' in the list.

For more information on the format of _path data, see: Objects/Path

Text

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "text" Can be used to identify the object type or search for the object. Read-only.
_pageid ID of the page the object is in. Read-only.
top 0
left 0
width 0
height 0
text ""
font_size 16 For best results, stick to the preset sizes in the editing menu: 8, 10, 12, 14, 16, 18, 20, 22, 26, 32, 40, 56, 72, 100, 200, 300.
rotation 0
color "rgb(0, 0, 0)"
font_family "unset" See values in text editing menu. If this is not set, when later changing the value of the "text" property the font_size will shrink to 8.
layer ""
controlledby "" Comma-delimited list of player IDs who can control the text. Controlling players may delete the text. If the text was created by a player, that player is automatically included in the list.

All Players is represented by having 'all' in the list.

Graphic (Token/Map/Card/Etc.)

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "graphic" Can be used to identify the object type or search for the object. Read-only.
_subtype "token" May be "token" (for tokens and maps) or "card" (for cards). Read-only.
_cardid Set to an ID if the graphic is a card. Read-only.
_pageid ID of the page the object is in. Read-only.
imgsrc The URL of the graphic's image. See the note about imgsrc and avatar restrictions below.
bar1_link Set to an ID if Bar 1 is linked to a character.
bar2_link
bar3_link
represents ID of the character this token represents.
left 0 Number of pixels from the left edge of the map to the center of the graphic.
top 0 Number of pixels from the top edge of the map to the center of the graphic.
width 0 Width of the graphic, in pixels.
height 0 Height of the graphic, in pixels.
rotation 0 The orientation of the token in degrees.
layer ""
isdrawing false This property is changed from the Advanced context menu.
flipv false Flip vertically.
fliph false Flip horizontally.
name "" The token's name.
gmnotes "" Notes on the token only visible to the GM.
controlledby "" Comma-delimited list of player IDs who can control the graphic. Controlling players may delete the graphic. If the graphic was created by a player, that player is automatically included in the list.

All Players is represented by having 'all' in the list.

bar1_value "" Current value of Bar 1. This may be a number or text.
bar2_value ""
bar3_value ""
bar1_max "" Maximum value of Bar 1. If _value and _max are both set, a bar may be displayed above the token showing the percentage of Bar 1.
bar2_max ""
bar3_max ""
aura1_radius "" Radius of the aura, using the units set in the page's settings. May be an integer or a float. Set to the empty string to clear the aura.
aura2_radius ""
aura1_color "#FFFF99" A hexadecimal color or the aura.
aura2_color "#59E594"
aura1_square false Is the aura a circle or a square?
aura2_square false
tint_color "transparent" Hexadecimal color, or "transparent". Will tint the color of the graphic.
statusmarkers "" A comma-delimited list of currently active statusmarkers. See the notes below for more information.
showname false Whether the token's nameplate is shown.
showplayers_name false Show the nameplate to all players.
showplayers_bar1 false Show Bar 1 to all players.
showplayers_bar2 false
showplayers_bar3 false
showplayers_aura1 false Show Aura 1 to all players.
showplayers_aura2 false
playersedit_name true Allow controlling players to edit the token's name. Also shows the nameplate to controlling players, even if showplayers_name is false.
playersedit_bar1 true Allow controlling players to edit the token's Bar 1. Also shows Bar 1 to controlling players, even if showplayers_bar1 is false.
playersedit_bar2 true
playersedit_bar3 true
playersedit_aura1 true Allow controlling players to edit the token's Aura 1. Also shows Aura 1 to controlling players, even if showplayers_aura1 is false.
playersedit_aura2 true
light_radius "" Dynamic lighting radius.
light_dimradius "" Start of dim light radius. If light_dimradius is the empty string, the token will emit bright light out to the light_radius distance. If light_dimradius has a value, the token will emit bright light out to the light_dimradius value, and dim light from there to the light_radius value.
light_otherplayers false Show the token's light to all players.
light_hassight false The light has "sight" for controlling players for the purposes of the "Enforce Line of Sight" setting.
light_angle "360" Angle (in degrees) of the light's angle. For example, "180" means the light would show only for the front "half" of the "field of vision".
light_losangle "360" Angle (in degrees) of the field of vision of the graphic (assuming that light_hassight is set to true)
lastmove "" The last move of the token. It's a comma-delimited list of coordinates. For example, "300,400" would mean that the token started its last move at left=300, top=400. It's always assumed that the current top + left values of the token are the "ending point" of the last move. Waypoints are indicated by multiple sets of coordinates. For example, "300,400,350,450,400,500" would indicate that the token started at left=300, top=400, then set a waypoint at left=350, top=450, another waypoint at left=400, top=500, and then finished the move at its current top + left coordinates.
light_multiplier "1" Multiplier on the effectiveness of light sources. A multiplier of two would allow the token to see twice as far as a token with a multiplier of one, with the same light source.

Important Notes About Linked Characters + Tokens

Note that for tokens that are linked to Characters, the controlledby field on the token is overridden by the controlledby field on the Character.

For token bars (e.g. bar1_value and bar1_max) where the token is linked to an Attribute (e.g. bar1_link is set), setting a value to the bar will automatically update the underlying Attribute's current and/or max values as well, so you don't have to set both manually.

In addition, when the Attribute (or token bar) is modified in-game, you will hear a change:attribute (and property-specific, e.g. change:attribute:current) event, followed by a change:graphic (and change:graphic:bar1_value) event. You can choose to respond to either event, but the underlying bar values will not yet be updated when the attribute event fires, since it fires first.

Important Notes About Status Markers

As of August 6, 2013 the way that status markers on tokens are handled has changed. The "statusmarkers" property of the Graphic object is now a comma-delimited list of all status marker colors/icons that should be active on the token. The format is as follows:

//Comma-delimited (use join to create or split to turn into an array). If a status icon/color is followed by an "@" symbol, the number after "@" will be shown as the badge on the icon
statusmarkers = "red,blue,skull,dead,brown@2,green@6"

While you can access the statusmarkers property directly, to maintain backward-compatibility with existing scripts, and to provide an easy way to work with the status markers without needing to write code to handle splitting up and parsing the string yourself, we provide a set of "virtual" properties on the object that you can set/get to work with the status markers. Each status marker has a "status_<markername>" property. For example:

obj.get("status_red"); //Will return false if the marker is not active, true if it is, and a string (e.g. "2" or "5") if there is currently a badge set on the marker
obj.get('status_bluemarker'); //Is still supported for backwards compatability, and is equivalent to doing obj.get("status_blue");
obj.set("status_red", false); //would remove the marker
obj.set("status_skull", "2"); //would set a badge of "2" on the skull icon, and add it to the token if it's not already active.

Note that these virtual properties do not have events, so you must use change:graphic:statusmarkers to listen for changes to the status markers of a token, and for example change:graphic:status_red is NOT a valid event and will never fire.

The full list of status markers that are available (in the same order they appear in the marker tray):

"red", "blue", "green", "brown", "purple", "pink", "yellow", "dead", "skull", "sleepy", "half-heart", "half-haze", "interdiction", "snail", "lightning-helix", "spanner", "chained-heart", "chemical-bolt", "death-zone", "drink-me", "edge-crack", "ninja-mask", "stopwatch", "fishing-net", "overdrive", "strong", "fist", "padlock", "three-leaves", "fluffy-wing", "pummeled", "tread", "arrowed", "aura", "back-pain", "black-flag", "bleeding-eye", "bolt-shield", "broken-heart", "cobweb", "broken-shield", "flying-flag", "radioactive", "trophy", "broken-skull", "frozen-orb", "rolling-bomb", "white-tower", "grab", "screaming", "grenade", "sentry-gun", "all-for-one", "angel-outfit", "archery-target"

Page

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "page" Can be used to identify the object type or search for the object. Read-only.
_zorder "" Comma-delimited list of IDs specifying the ordering of objects on the page. toFront and toBack (and their associated context menu items) can re-order this list. Read-only.
name "" Page's title.
showgrid true Show the grid on the map.
showdarkness false Show fog of war on the map.
showlighting false Use dynamic lighting.
width 25 Width in units.
height 25 Height in units.
snapping_increment 1 Size of a grid space in units.
grid_opacity 0.5 Opacity of the grid lines.
fog_opacity 0.35 Opacity of the fog of war for the GM.
background_color "#FFFFFF" Hexadecimal color of the map background.
gridcolor "#C0C0C0" Hexadecimal color of the grid lines.
grid_type "square" One of "square", "hex", or "hexr". (hex corresponds to Hex(V), and hexr corresponds to Hex(H))
scale_number 5 The distance of one unit.
scale_units "ft" The type of units to use for the scale.
gridlabels false Show grid labels for hexagonal grid.
diagonaltype "foure" One of "foure", "pythagorean" (Euclidean), "threefive", or "manhattan".
archived false Whether the page has been put into archive storage.
lightupdatedrop false Only update Dynamic Lighting when an object is dropped.
lightenforcelos false Enforce Line of Sight for objects.
lightrestrictmove false Don't allow objects that have sight to move through Dynamic Lighting walls.
lightglobalillum false If true anywhere a token can "see" it is assumed there is bright light present.

Campaign

Property Default Value Notes
_id "root" A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "campaign" Can be used to identify the object type or search for the object — however, note that there is only one Campaign object, and it can be accessed via Campaign(). Read-only.
turnorder "" A JSON string of the turn order. See below.
initiativepage false ID of the page used for the tracker when the turn order window is open. When set to false, the turn order window closes.
playerpageid false ID of the page the player bookmark is set to. Players see this page by default, unless overridden by playerspecificpages below.
playerspecificpages false An object (NOT JSON STRING) of the format: {"player1_id": "page_id", "player2_id": "page_id" ... } Any player set to a page in this object will override the playerpageid.
_journalfolder "" A JSON string which contains data about the folder structure of the game. Read-only.
_jukeboxfolder "" A JSON string which contains data about the jukebox playlist structure of the game. Read-only.

Turn Order

The turn order is a JSON string representing the current turn order listing. It is an array of objects. Currently, the turn order can only contain objects from one page at a time -- the current Page ID for the turn order is the "initiativepage" attribute. Be sure to keep them both in-sync or you may end up with strange results.

To work with the turn order, you will want to use JSON.parse() to get an object representing the current turn order state (NOTE: Check to make sure it's not an empty string "" first...if it is, initialize it yourself with an empty array). Here's an example turn order object:

[
    {
     "id":"36CA8D77-CF43-48D1-8682-FA2F5DFD495F", //The ID of the Graphic object. If this is set, the turn order list will automatically pull the name and icon for the list based on the graphic on the tabletop.
     "pr":"0", //The current value for the item in the list. Can be a number or text.
     "custom":"" //Custom title for the item. Will be ignored if ID is set to a value other than "-1".
    },
    {
     "id":"-1", //For custom items, the ID MUST be set to "-1" (note that this is a STRING not a NUMBER.
     "pr":"12",
     "custom":"Test Custom" //The name to be displayed for custom items.
    }
]

To modify the turn order, edit the current turn order object and then use JSON.stringify() to change the attribute on the Campaign. Note that the ordering for the turn order in the list is the same as the order of the array, so for example push() adds an item onto the end of the list, unshift() adds to the beginning, etc.

var turnorder;
if(Campaign().get("turnorder") == "") turnorder = []; //NOTE: We check to make sure that the turnorder isn't just an empty string first. If it is treat it like an empty array.
else turnorder = JSON.parse(Campaign().get("turnorder"));

//Add a new custom entry to the end of the turn order.
turnorder.push({
    id: "-1",
    pr: "15",
    custom: "Turn Counter"
});
Campaign().set("turnorder", JSON.stringify(turnorder));

Player

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "player" Can be used to identify the object type or search for the object. Read-only.
_d20userid User ID — site-wide. For example, the player's user page on the wiki is /User:ID, where ID is the same value stored in _d20userid. Read-only.
_displayname "" The player's current display name. May be changed from the user's settings page. Read-only.
_online false Read-only.
_lastpage "" The page id of the last page the player viewed as a GM. This property is not updated for players or GMs that have joined as players. Read-only.
_macrobar "" Comma-delimited string of the macros in the player's macro bar. Read-only.
speakingas "" The player or character ID of who the player has selected from the "As" dropdown. When set to the empty string, the player is speaking as him- or herself. When set to a character, the value is "character|ID", where ID is the character's ID. When the GM is speaking as another player, the value is "player|ID", where ID is the player's ID.
color "#13B9F0" The color of the square by the player's name, as well as the color of their measurements on the map, their ping circles, etc.
showmacrobar false Whether the player's macro bar is showing.

Macro

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "macro" Can be used to identify the object type or search for the object. Read-only.
_playerid The ID of the player that created this macro. Read-only.
name "" The macro's name.
action "" The text of the macro.
visibleto "" Comma-delimited list of player IDs who may view the macro in addition to the player that created it.

All Players is represented by having 'all' in the list.

istokenaction false Is this macro a token action that should show up when tokens are selected?

Rollable Table

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "rollabletable" Can be used to identify the object type or search for the object. Read-only.
name "new-table"
showplayers true

Table Item

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "tableitem" Can be used to identify the object type or search for the object. Read-only.
_rollabletableid "" ID of the table this item belongs to. Read-only.
avatar "" URL to an image used for the table item. See the note about avatar and imgsrc restrictions below.
name ""
weight 1 Weight of the table item compared to the other items in the same table. Simply put, an item with weight 3 is three times more likely to be selected when rolling on the table than an item with weight 1.

Character

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "character" Can be used to identify the object type or search for the object. Read-only.
avatar "" URL to an image used for the character. See the note about avatar and imgsrc restrictions below.
name ""
bio "" The character's biography. See the note below about accessing the Notes, GMNotes, and bio fields.
gmnotes "" Notes on the character only viewable by the GM. See the note below about accessing the Notes, GMNotes, and bio fields.
archived false
inplayerjournals "" Comma-delimited list of player ID who can view this character. Use "all" to give all players the ability to view.

All Players is represented by having 'all' in the list.

controlledby "" Comma-delimited list of player IDs who can control and edit this character. Use "all" to give all players the ability to edit.

All Players is represented by having 'all' in the list.

_defaulttoken "" A JSON string that contains the data for the Character's default token if one is set. Note that this is a "blob" similar to "bio" and "notes", so you must pass a callback function to get(). Read-only.

Attribute

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "attribute" Can be used to identify the object type or search for the object. Read-only.
_characterid "" ID of the character this attribute belongs to. Read-only. Mandatory when using createObj.
name "Untitled"
current "" The current value of the attribute can be accessed in chat and macros with the syntax @{Character Name|Attribute Name} or in abilities with the syntax @{Attribute Name}.
max "" The max value of the attribute can be accessed in chat and macros with the syntax @{Character Name|Attribute Name|max} or in abilities with the syntax @{Attribute Name|max}.


Important: See the note below about working with Character Sheets for information on how Character Sheet default values affect the use of Attributes.

Ability

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "ability" Can be used to identify the object type or search for the object. Read-only.
_characterid "" The character this ability belongs to. Read-only. Mandatory when using createObj.
name "Untitled_Ability"
description "" The description does not appear in the character sheet interface.
action "" The text of the ability.
istokenaction false Is this ability a token action that should show up when tokens linked to its parent Character are selected?

Handout

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "handout" Can be used to identify the object type or search for the object. Read-only.
avatar "" URL to an image used for the handout. See the note about avatar and imgsrc restrictions below.
name "Mysterious Note"
notes "" Contains the text in the handout. See the note below about using Notes and GMNotes.
gmnotes "" Contains the text in the handout that only the GM sees. See the note below about using Notes and GMNotes.
inplayerjournals "" Comma-delimited list of player ID who can see this handout. Use "all" to display to all players.

All Players is represented by having 'all' in the list.

archived false
controlledby "" Comma-delimited list of player IDs who can control and edit this handout.

All Players is represented by having 'all' in the list.


Note: The API does not have access to the folder hierarchy. API created handouts will be placed at the root level.

Deck

//Note at this time you can't use the API to "draw", "deal", or "shuffle" cards from the Deck. We're working on helper functions to enable this functionality.
{
    _id: "", //id of the deck
    _type: "deck",     
    name: "", //name of the deck
    _currentDeck: "", //a comma-delimited list of cards which are currently in the deck (including those which have been played to the tabletop/hands). Changes when the deck is shuffled.
    _currentIndex: -1, //the current index of our place in the deck, 'what card will be drawn next?'
    _currentCardShown: true, //show the current card on top of the deck
    showplayers: true, //show the deck to the players
    playerscandraw: true, //can players draw cards?
    avatar: "", //the 'back' of the cards for this deck
    shown: false, //show the deck on the gameboard (is the deck currently visible?)
    players_seenumcards: true, //can players see the number of cards in other player's hands?
    players_seefrontofcards: false, //can players see the fronts of cards when looking in other player's hands?
    gm_seenumcards: true, //can the GM see the number of cards in each player's hand?
    gm_seefrontofcards: false, //can the GM see the fronts of cards when looking in each player's hand?
    infinitecards: false, //are there an 'infinite' number of cards in this deck?
    _cardSequencer: -1, //internally used to advance the deck when drawing cards.
    cardsplayed: "faceup", //how are cards from this deck played to the tabletop? 'faceup' or 'facedown'.
    defaultheight: "", //what's the default height for cards played to the tabletop?
    defaultwidth: "",
    discardpilemode: "none", //what type of discard pile does this deck have? 'none' = no discard pile, 'choosebacks' = allow players to see backs of cards and choose one, 'choosefronts' = see fronts and choose, 'drawtop' = draw the most recently discarded card, 'drawbottom' = draw the oldest discarded card.
    _discardPile: "" //what's the current discard pile for this deck? comma-delimited list of cards. These are cards which have been removed from play and will not be put back into the deck on a shuffle until a recall is performed.
  }

Card


{    
   name: "", //Name of the card
   avatar: "", //Front of the card
   _deckid: "", //ID of the deck   
   _type: "card",    
   _id: ""
}

Hand

//Note that each player should only have ONE hand.


{
    _currentHand: "", //comma-delimited list of cards currently in the hand
    _type: "hand",
    _parentid: "", //ID of the player to whom the hand belongs
    _id: "",
    currentView: "bydeck" //when player opens hand, is the view 'bydeck' or 'bycard'?
}

Jukebox Track

Property Default Value Notes
_id A unique ID for this object. Globally unique across all objects in this game. Read-only.
_type "jukeboxtrack" Can be used to identify the object type or search for the object. Read-only.
playing false Boolean used to determine whether or not the track is playing. Setting this to "true" and softstop to "false" plays a track.
softstop false Boolean used to determine whether or not a non-looped track has finished at least once. This must be set to "false" to ensure that a track will play.
title "" The visible label for the track in the jukebox tab.
volume 30 The volume level of the track. Note that this must be set to an integer (not a string), or you may break functionality. Values from 0-100 (percentage).
loop false Should the track be looped? Set to true if so.

imgsrc and avatar property restrictions

While you can now edit the imgsrc and avatar properties, in order to provide safety to all Roll20's users we have put the following restrictions in place for those properties:


In the future we may add a tool so that images can be uploaded specifically for use with API scripts, but for now just use images uploaded to your own library. Note that if you delete an image from your library, it will be removed from all Games which use that image, including Games using your API scripts.

Using the Notes, GMNotes, and Bio fields [Asynchronous]

In order to access the "notes", "gmnotes", or "bio" fields on Characters and Handouts, you must pass a callback function as the second argument to the get() function. Here's an example:

var character = getObj("character", "-JMGkBaMgMWiQdNDwjjS");
character.get("bio", function(bio) {
    log(bio); //do something with the character bio here.
});

You can set the value of these fields as normal. Note that there is currently (as at 2016/05/09) a bug with these asynchronous fields, whereby setting them by passing values to createObj fails quietly, leaving the object in a strange state. You should only set these values using .set until this issue is resolved. Details on the forum. There is also a bug (as of 2016/11/05) where attempting to set both the notes and gmnotes properties in the same set() call results in the second property in the call being set erroneously. Details on the forum.

Working with Character Sheets

The Character Sheets feature affects the usage of the Attributes object type, because the sheets have the capability of specifying a default value for each attribute on the sheet. However, if the attribute is set to the default value, there is not yet an actual Attribute object created in the game for that Character. We provide a convenience function which hides this complexity from you. You should use this function to get the value of an attribute going forward, especially if you know that a game is using a Character Sheet.

getAttrByName(character_id, attribute_name, value_type)

Simply specify the character's ID, the name (not ID) of the attribute (e.g. "HP" or "Str"), and then if you want the "current" or "max" for value_type. Here's an example:


var character = getObj("character", "-JMGkBaMgMWiQdNDwjjS");
getAttrByName(character.id, "str"); // the current value of str, for example "12"
getAttrByName(character.id, "str", "max"); //the max value of str, for example "[[floor(@{STR}/2-5)]]"

Note that fields which have auto-calculated values will return the formula rather than the result of the value. You can then pass that formula to sendChat() to use the dice engine to calculate the result for you automatically.

Be sure to also look at the Character Sheet documentation for more information on how the Character Sheets interact with the API.

getAttrByName will only get the value of the attribute, not the attribute object itself. If you wish to reference properties of the attribute other than "current" or "max", or if you wish to change properties of the attribute, you must use one of the other functions above, such as findObjs.

Creating Objects

createObj(type, attributes)

Note: currently you can create 'graphic', 'text', 'path', 'character', 'ability', 'attribute', 'handout', 'rollabletable', 'tableitem', and 'macro' objects.

You can create a new object in the game using the createObj function. You must pass in the type of the object (one of the valid _type properties from the objects list above), as well as an attributes object containing a list of properties for the object. Note that if the object is has a parent object (for example, attributes and abilities belong to characters, graphics, texts, and paths belong to pages, etc.), you must pass in the ID of the parent in the list of properties (for example, you must include the characterid property when creating an attribute). Also note that even when creating new objects, you can't set read-only properties, they will automatically be set to their default value. The one exception to this is when creating a Path, you must include the 'path' property, but it cannot be modified once the path is initially created.

createObj will return the new object, so you can continue working with it.

//Create a new Strength attribute on any Characters that are added to the game.
on("add:character", function(obj) {
    createObj("attribute", {
        name: "Strength",
        current: 0,
        max: 30,
        characterid: obj.id
    });
});

Deleting Objects

object.remove()

Note: currently you can delete 'graphic', 'text', 'path', 'character', 'ability', 'attribute', 'handout', 'rollabletable', 'tableitem', and 'macro' objects.

You can delete existing game objects using the .remove() function. The .remove() function works on all of the objects you can create with the createObj function. You call the function directly on the object. For example, mycharacter.remove();.

Global Objects

There are several objects that are globally available anywhere in your script.

Campaign() (function)

A function which returns the Campaign object. Since there is only one campaign, this global always points to the only campaign in the game. Useful for doing things like checking to see if an object is on the active page using Campaign().get("playerpageid").

state

The state variable is an object in the global scope which is accessible to all scripts running in a game. You can access the state object from any function or callback at any time just by using the global variable named state. Additionally, the state object is persisted between executions of the Sandbox, so you can use it to store information you want to have in future runs of your script.

Note: You should use the state object to store information that is only needed by the API, since it is not sent to player computers and does not make your game file larger. Store values that are needed in-game in the Roll20 objects' properties.

Storable Types

The state object is only capable of persisting simple data types, as supported by the JSON standard.

Type Examples Description
Boolean true false The value true or false.
Number 123.5 10 1.23e20 Any number format supported by Javascript. Floating-Point or Integer.
String 'Hello Fantasy' "oh, and World" A standard string of text.
Array [ 1, 2, 3, 4 ] [ 'A','B','C'][1, 2, ['bob', 3], 10, 2.5] An ordered collection of any of the types, including other arrays.
Object { key: 1, value: 'roll20' } A simple key/value object with string keys and any of the types as a value, including other objects.

Warning: While functions will appear to work when stored in the state initially, they will disappear the first time the state is restored from persistence, such as on a sandbox restart.

  • Note: This includes Roll20 objects which you get from events or the functions findObjs(), getObj(), filterObjs(), createObj(), etc.

Important Reminders

The state object is shared between all of the scripts in a sandbox. To avoid breaking other scripts, it is important to follow a few simple guidelines:

  • Never assign directly to the root state object.
state = { break: 'all the things' };  // NEVER DO THIS!!!
  • Avoid using local variables named state in your scripts. While this will work, it will be confusing to later users of your scripts and could cause issues if the code is carelessly edited.
function turn(){
    var state = Campaign().get('turnorder');  // Bad Practice, Avoid it!
    // ...
}
  • Always place your properties beneath at least one namespace property. Be sure to use a sufficiently descriptive namespace property. Avoid names like script or settings. It's best to either use the name of your module or your own name or handle.
if( ! state.MyModuleNamespace ) {
    state.MyModuleNamespace = { module: 'my module', ok: 'this is fine!', count: 0 };
}
state.MyModuleNamespace.count++;

Example Usage

This is a working example that uses the state object appropriately.

on('ready',function() {
    "use strict";

    // Check if the namespaced property exists, creating it if it doesn't
    if( ! state.MyModuleNS ) {
        state.MyModuleNS = {
            version: 1.0,
            config: {
                color1: '#ff0000',
                color2: '#0000ff'
            },
            count: 0
        };
    }

    // Using the state properties to configure a message to the chat. 
    sendChat(
        'Test Module',
        '<span style="color: '+state.MyModuleNS.config.color1+';">'+
            'State test'+
        '</span> '+
        '<span style="color: '+state.MyModuleNS.config.color2+';">'+
            'Script v'+state.MyModuleNS.version+' started '+(++state.MyModuleNS.count)+' times!'+
        '</span>'
    );
});

Finding/Filtering Objects

The API provides several helper functions which can be used to find objects.

getObj(type, id)

This function gets a single object if pass in the _type of the object and the _id. It's best to use this function over the other find functions whenever possible, as its the only one that doesn't have to iterate through the entire collection of objects.

on("change:graphic:represents", function(obj) {
    if(obj.get("represents") != "") {
       var character = getObj("character", obj.get("represents"));
    }
});


findObjs(attrs)

Pass this function a list of attributes, and it will return all objects that match as an array. Note that this operates on all objects of all types across all pages -- so you probably want to include at least a filter for _type and _pageid if you're working with tabletop objects.

var currentPageGraphics = findObjs({                              
  _pageid: Campaign().get("playerpageid"),                              
  _type: "graphic",                          
});
_.each(currentPageGraphics, function(obj) {    
  //Do something with obj, which is in the current page and is a graphic.
});

You can also pass in an optional second argument which contains an object with a list of options, including:

  • caseInsensitive (true/false): If true, string properties will be compared without regard for the case of the string.


var targetTokens = findObjs({
    name: "target"
}, {caseInsensitive: true});
//Returns all tokens with a name of 'target', 'Target', 'TARGET', etc.

filterObjs(callback)

Will execute the provided callback funtion on each object, and if the callback returns true, the object will be included in the result array.

var results = filterObjs(function(obj) {    
  if(obj.get("left") < 200 && obj.get("top") < 200) return true;    
  else return false;
});
//Results is an array of all objects that are in the top-left corner of the tabletop.


getAllObjs()

Returns an array of all the objects in the Game (all types). Equivalent to calling filterObjs and just returning true for every object.


getAttrByName(character_id, attribute_name, value_type)

Gets the value of an attribute, using the default value from the character sheet if the attribute is not present. value_type is an optional parameter, which you can use to specify "current" or "max".

getAttrByName will only get the value of the attribute, not the attribute object itself. If you wish to reference properties of the attribute other than "current" or "max", or if you wish to change properties of the attribute, you must use one of the other functions above, such as findObjs.

Note that there is an inconsistency of usage when attempting to get a value from a repeating section whose name contains mixed case. The name of the repeating section needs to be passed all lower case. The rest of the attribute_name needs to be in it's original case. (IE: "repeating_Skills_XyZ_Name" will not work. "repeating_skills_XyZ_Name" will work and will fetch the value in "repeating_Skills_XyZ_Name").

You can achieve behavior equivalent to getAttrByNamewith the following:

// current and max are completely dependent on the attribute and game system
// in question; there is no function available for determining them automatically
function myGetAttrByName(character_id,
                         attribute_name,
                         attribute_default_current,
                         attribute_default_max,
                         value_type) {
    attribute_default_current = attribute_default_current || '';
    attribute_default_max = attribute_default_max || '';
    value_type = value_type || 'current';

    var attribute = findObjs({
        type: 'attribute',
        characterid: character_id,
        name: attribute_name
    }, {caseInsensitive: true})[0];
    if (!attribute) {
        attribute = createObj('attribute', {
            characterid: character_id,
            name: attribute_name,
            current: attribute_default_current,
            max: attribute_default_max
        });
    }

    if (value_type == 'max') {
        return attribute.get('max');
    } else {
        return attribute.get('current');
    }
}