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Roll20 API Getting Started


Cookbook (Examples)

Community Scripts


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 instead of obj.get("_id") if you wish (either will work).


  _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


  _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"


  _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  
    • Turn Order**

The turn order is a JSON string representing the current turn order listing. 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. 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.
     "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.

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


  _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"  


  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 


  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"


  name: "Untitled",    
  current: "",    
  max: "",    
  _id: "",    
  _type: "attribute",    
  _characterid: ""  


  name: "Untitled_Ability",    
  description: "",    
  action: "",    
  _id: "",    
  _characterid: "",    
  _type: "ability"  


  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

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,

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.


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. In addition, the state object is persisted between play sessions, so you can use this object to store long-term information about the state of the game.

You should use the state object to store information that is only related to the API, since it is not sent to player computers and does not make your campaign file larger, and store properties that are needed in-game in the objects themselves.

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"));


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.


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.


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