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Difference between revisions of "Mod:Basic Examples"

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<div style="background:#f0e2a1; border: 3px solid #dbc870; padding: 10px;">
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{{revdate}}{{HCbox| {{hc|articles/360037256814-API-Basic-Examples Here}} }}
<big>'''''Attention:'''''
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{{clear}}{{apibox}}
''Roll20 is no longer maintaining this document on the community wiki. For the most up-to-date information please visit this page on our help center for assistance: [https://roll20.zendesk.com/hc/en-us/articles/360037256814-API-Basic-Examples Here].''</big>
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</div>
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{{apibox}}
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Here are some examples of simple scripts that can help you get started. Feel free to take them and modify them for use in your own campaigns. There's also an {{forum|category/46806 Mod Scripts}} where you can discuss Mod Scripting and share your scripts with the community.
 
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Here are some examples of simple scripts that can help you get started. Feel free to take them and modify them for use in your own campaigns. There's also an {{forum|category/46806 API Scripts}} where you can discuss API Scripting and share your scripts with the community.
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__TOC__
 
__TOC__
 
====Bloodied and Dead Status Markers====
 
====Bloodied and Dead Status Markers====
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This script automatically adds the Red marker to represent the "bloodied" state for any tokens that drop below half their health, and the "dead" marker for any that drop to 0 or less. It's assumed that health is stored in Bar 1.
 
This script automatically adds the Red marker to represent the "bloodied" state for any tokens that drop below half their health, and the "dead" marker for any that drop to 0 or less. It's assumed that health is stored in Bar 1.
  
<pre data-language="javascript">
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<pre data-language="javascript">on("change:graphic", function(obj) {
on("change:graphic", function(obj) {
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     if(obj.get("bar1_max") === "") return;
 
     if(obj.get("bar1_max") === "") return;
 
    
 
    
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This script reduces the light radius of a [[token]] by 10% every time that token moves. Great for simulating "lamps running out of oil" or similar high-stress situations.
 
This script reduces the light radius of a [[token]] by 10% every time that token moves. Great for simulating "lamps running out of oil" or similar high-stress situations.
  
<pre data-language="javascript">
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<pre data-language="javascript">on("change:token", function(obj, prev) {
on("change:token", function(obj, prev) {
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     //Only do this if we actually moved.
 
     //Only do this if we actually moved.
 
     if(obj.get("left") == prev["left"] && obj.get("top") == prev["top"]) return;
 
     if(obj.get("left") == prev["left"] && obj.get("top") == prev["top"]) return;
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''(Contributed by [[Brian Shields]])''
 
''(Contributed by [[Brian Shields]])''
  
This is a few lines you can use in a <code>chat:message</code> event script to ensure you're sending a message with <tt>sendChat</tt> accurately as either a [[Player]] or a Character, depending on who triggered the event.
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This script provides a few lines you can use in a <code>chat:message</code> event script to ensure you're sending a message with {{{c|sendChat}} accurately as either a [[Player]] or a [[Character]], depending on who triggered the event.
  
<pre data-language="javascript">
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<pre data-language="javascript">on("chat:message", function(msg) {
on("chat:message", function(msg) {
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     var message = '';
 
     var message = '';
 
     // Determine the contents of `message'
 
     // Determine the contents of `message'
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});
 
});
 
</pre>
 
</pre>
[[Category:API|Cookboox]]
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[[Category:API Development]]

Latest revision as of 09:03, 9 June 2024

Attention: This page is community-maintained. For the official Roll20 version of this article, see the Help Center for assistance: Here .


Here are some examples of simple scripts that can help you get started. Feel free to take them and modify them for use in your own campaigns. There's also an Mod Scripts(Forum) where you can discuss Mod Scripting and share your scripts with the community.

Contents

[edit] Bloodied and Dead Status Markers

(Contributed by Ken Bauer)

This script automatically adds the Red marker to represent the "bloodied" state for any tokens that drop below half their health, and the "dead" marker for any that drop to 0 or less. It's assumed that health is stored in Bar 1.

on("change:graphic", function(obj) {
    if(obj.get("bar1_max") === "") return;
   
    if(obj.get("bar1_value") <= obj.get("bar1_max") / 2) {
        obj.set({
              status_redmarker: true
        });
    }
    else{
        obj.set({
            status_redmarker: false
        })
    }

    if(obj.get("bar1_value") <= 0) {
      obj.set({
         status_dead: true
      });
    }
    else {
      obj.set({
        status_dead: false
      });
    }
});

[edit] The Darkness is Closing In...

This script reduces the light radius of a token by 10% every time that token moves. Great for simulating "lamps running out of oil" or similar high-stress situations.

on("change:token", function(obj, prev) {
    //Only do this if we actually moved.
    if(obj.get("left") == prev["left"] && obj.get("top") == prev["top"]) return;
    obj.set({
        light_radius: Math.floor(obj.get("light_radius") * 0.90)
    });
});

[edit] sendChat as a Player or Character

(Contributed by Brian Shields)

This script provides a few lines you can use in a chat:message event script to ensure you're sending a message with {sendChat accurately as either a Player or a Character, depending on who triggered the event.

on("chat:message", function(msg) {
    var message = '';
    // Determine the contents of `message'
 
    var characters = findObjs({_type: 'character'});
    var speaking;
    characters.forEach(function(chr) { if(chr.get('name') == msg.who) speaking = chr; });
 
    if(speaking) sendChat('character|'+speaking.id, message);
    else sendChat('player|'+msg.playerid, message);
});