Mod:Objects
From Roll20 Wiki
Roll20 Mod
Use Mods
- Use & Install
- Mod:Script Index & Suggestions
- Short Community Scripts
- Meta Scripts
- User Documentation
- Mod Scripts(Forum)
- Mod Update 2024🆕
- Macro Guide
Mod Development
Reference
- Objects
- Events
- Chat Events & Functions
- Utility Functions
- Function
- Roll20 object
- Token Markers
- Sandbox Model
- Debugging
Cookbook
Contents |
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.
Path
{ _id: "-Abc123", //unique ID for this object. globally unique across all objects in this campaign fill: "transparent", //fill color. "transparent" or a color HEX stroke: "#000000", // stroke color rotation: 0, //rotation (in degrees) layer: "", //current layer, one of "gmlayer", "objects", "map", "walls" (dynamic lighting) -- Paths on the "walls" layer are automatically used to block light. stroke_width: 5, width: 0, height: 0, top: 0, left: 0, scaleX: 1, scaleY: 1, controlledby: "", //Comma-delimited list of player IDs who can control (including delete) this path. Automatically includes the player who created the path if it was created by a player. _type: "path", //can be used to identify the object as a Path. read-only. _pageid: "-Abc123" //The ID of the page this object is in }
Text
{ _id: "-Abc123", top: 0, left: 0, width: 0, height: 0, text: "", font_size: 16, //for best results stick to the pre-sets in the text editing menu rotation: 0, color: "#000000", font_family: "unset", //see values of select element in text editing menu layer: "", controlledby: "", //Comma-delimited list of Player IDs who can control (including delete) this text object. Automatically set to the player who created it if created by a player. _type: "text", //identifies the object is text. read-only. _pageid: "-Abc123" }
Graphic (Token/Map/Card/Etc.)
{ _id: "-Abc123", left: 0, top: 0, width: 0, height: 0, rotation: 0.0, layer: "", isdrawing: false, //advanced -> is drawing? flipv: false, //flip vertically fliph: false, //flip horizontally name: "", //Token Name gmnotes: "", //GM Notes controlledby: "", //Comma-delimited list of Player IDs who can control (select and move) this graphic. The GM can always control all graphics. bar1_value: "", //Current value of Bar 1 (number OR text) bar1_max: "", //Max value of Bar 1 _bar1_link: "", //Set to an ID if Bar 1 is linked to a Character Attrbute. read-only. bar2_value: "", bar2_max: "", _bar2_link: "", bar3_value: "", bar3_max: "", _bar3_link: "", _represents: "", // The ID of a Character that this token represents aura1_radius: "", //Radius (integer or float) of the aura. Set to empty string ("") for none. aura1_color: "#FFFF99", //HEX color aura1_square: false, //Is the aura square? aura2_radius: "", aura2_color: "#59E594", aura2_square: false, tint_color: "transparent", //HEX color or "transparent" status_redmarker: false, //show the red marker on the token status_bluemarker: false, status_greenmarker: false, status_brownmarker: false, status_purplemarker: false, status_dead: false, showname: false, //show the nameplate showplayers_name: false, //show the name to all players showplayers_bar1: false, showplayers_bar2: false, showplayers_bar3: false, showplayers_aura1: false, showplayers_aura2: false, playersedit_name: false, // allow controlling players to edit the name. also show the name to controlling players even if showplayers_name is false playersedit_bar1: false, playersedit_bar2: false, playersedit_bar3: false, playersedit_aura1: false, playersedit_aura2: false, light_radius: "", //dynamic lighting radius light_dimradius: "", //dim radius light_otherplayers: false, //show light to all players _type: "graphic", //identifies the object as a graphic. read-only. _subtype: "token", //"token" (tokens and maps) or "card" _cardid: "", //set to a value if the graphic represents a card. _pageid: "" }
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.
Page (Read Only)
{ _id: "-Abc123", name: "", //Page's title showgrid: true, //are we showing the grid? showdarkness: false, //Is the Fog of War active? showlighting: false, //Is Dynamic Lighting active? width: 25, //width in units height: 25, //height in units snapping_increment: 1.0, //the size of a grid space in units grid_opacity: 0.50, //opacity of the grid fog_opacity: 0.35, //opacity of the fog of war for the GM background_color: "#ffffff", //background color (HEX) gridcolor: "#C0C0C0", //grid color (HEX) grid_type: "square", //eitehr "square", "hexv", or "hexh" scale_number: 5, //1 unit = how much distance scale_units: "ft", //scale is in these units gridlabels: false, //show grid labels for hex grid diagonaltype: "foure", //one of "foure", "pythagorean" (Euclidean), "threefive", or "manhattan" }
Campaign
{ _type: "campaign", _turnorder: "", // a JSON string initiativepage: false, //ID of the page that is currently used for the tracker when turn window is open. Set to false and window will close. playerpageid: false //ID of the page that the player bookmark is set to }
Player
{ _d20userid: "", //The site-wide unique ID of the user. _displayname: "", //Current display name _online: false, color: "#13B9F0", _macrobar: "", //Comma-delimited string of the macros in the player's macro bar. showmacrobar: false, //Show macro bar? _id: "", _type: "player" }
Macro
{ name: "", action: "", visibleto: "", //Comma-delimited list of additional Player IDs this macro is visible to. _id: "", _type: "macro", _playerid: "" //Player this macro belongs to }
Rollable Table
{ name: "new-table", showplayers: true, _type: "rollabletable", _id: "" }
Table Item
{ name: "", weight: 1, _type: "tableitem", _id: "", _rollabletableid: "" //ID of the rollable table this item belongs to }
Character
{ name: "", bio: "", gmnotes: "", archived: false, inplayerjournals: "", //Comma-deliminted list of player IDs who can view this Character in the Journal listing. The GM can always view all Characters. controlledby: "", //Comma-delimited list of player IDs _id: "", _type: "character" }
Attribute
{ name: "Untitled", current: "", max: "", _id: "", _type: "attribute", _characterid: "" }
Ability
{ name: "Untitled_Ability", description: "", action: "", _id: "", _characterid: "", _type: "ability" }
Handout
{ name: "Mysterious Note", notes: "", inplayerjournals: "", //Comma-delimited list of Player IDs who can see this Handout in their journal. The GM can always see the Handout. archived: false, controlledby: "", //Comma-delimited list of Player IDs who can control (and edit) this Handout. _type: "handout", _id: "" }
Creating Objects
Note: Currently only characters, handouts, attributes, and abilities can be created. Other objects will be supported soon. |
createObj(type, attributes)
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 a 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), 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.
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 }); });
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().playerpageid
.
state
This is an object that is initialized as a blank object whenver your script is loaded. You can set whatever properties you want on this object, and they are available to all of your event callbacks, and persist between callbacks.
Note: Eventually this object will be persisted between play sessions, but right now it's not.
state.numTimesTokensMoved = 0; on("change:graphic", function(obj) { state.numTimesTokensMoved = state.numTimesTokensMoved + 1; });
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. 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 Campaign (all types). Equivalent to calling filterObjs and just returning true
for every object.