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Script:Blood And Honor: Automatic blood spatter, pooling and trail effects

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Revision as of 12:11, 5 January 2015 by John C. (Talk | contribs)

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API ScriptAuthor: 242509
Version: 0.2
Last Modified: 2015-01-05
Code: Blood And Honor
Dependencies: None
Conflicts: None

Blood and Honor is an automatic way to add lightweight blood effects to your campaign, without any animations or commands.

How it works:

Any token in the object layer that has a bar3 (health) value less than or equal to its max has a chance to bleed. The chance goes up depending on how severe the damage is.

Spatter

Any time a token's health bar is changed so that it's total value is half or less of its maximum, a randomly selected, offset and rotated blood graphic will be placed on the map layer beneath it. The exact formula is as such - the system rolls a dice with as many sides as the max health value. If that roll exceeds the current health value, a blood spatter appears.

Trails

If a token moves while at or below half health, a smaller blood graphic will appear where it moves to based on the chances described above. Less health = more blood.

Pool

If a token's bar3 value falls 0 or below, a large pool of blood graphic appears on the map layer beneath it.

Code

/////////////////////////////////////////////////
/***********************************************/
var BloodAndHonor = {
	author: {
		name: "John C." || "Echo" || "SplenectomY",
		company: "Team Asshat" || "The Alehounds",
		contact: "echo@TeamAsshat.com",
	},
	version: "0.2",
	gist: "https://gist.github.com/SplenectomY/1f198a3114903d7a3271",
	forum: "https://app.roll20.net/forum/post/1386741/",
/***********************************************/
/////////////////////////////////////////////////
	
	// This value should match the size of a standard grid in your campaign
	// Default is 70 px x 70 px square, Roll20's default.
	tokenSize: 70,

	// YOU MUST ADD YOUR OWN SPATTERS AND POOLS TO YOUR LIBRARY
	// AND GET THE IMAGE LINK VIA YOUR WEB BROWSER.
	// FOLLOW THE INSTRUCTIONS HERE:
	// https://wiki.roll20.net/API:Objects#imgsrc_and_avatar_property_restrictions
	// You can add as many as you'd like to either category.
	// Spatters are also used for blood trails.
	spatters: [
		//"https://s3.amazonaws.com/files.d20.io/images/6993500/mAA-8agYIwkhEciVVSCFmg/thumb.png?1420411542",
	],
	pools: [
		//"https://s3.amazonaws.com/files.d20.io/images/6993478/77YowTZze57mGAHfSaxwYg/thumb.png?1420411480",
	],
	chooseBlood: function chooseBlood(type) {
		if (type == "spatter") return BloodAndHonor.spatters[randomInteger(BloodAndHonor.spatters.length) - 1]
		if (type == "pool") return BloodAndHonor.pools[randomInteger(BloodAndHonor.pools.length) - 1]
	},
	getOffset: function getOffset() {
		if (randomInteger(2) == 1) return 1
		else return -1
	},
	bloodColor: function bloodColor(gmnotes) {
		if (gmnotes.indexOf("bloodcolor_purple") !== -1) return "#0000ff"
		if (gmnotes.indexOf("bloodcolor_blue") !== -1) return "#00ffff"
		if (gmnotes.indexOf("bloodcolor_orange") !== -1) return "#ffff00"
		else return "transparent"
	},
	createBlood: function createBlood(gPage_id,gLeft,gTop,gWidth,gType,gColor) {
		gLeft = gLeft + (randomInteger(Math.floor(gWidth / 2)) * BloodAndHonor.getOffset())
		gTop = gTop + (randomInteger(Math.floor(gWidth / 2)) * BloodAndHonor.getOffset())
		setTimeout(function(){
			toFront(fixedCreateObj("graphic",{
				imgsrc: gType,
				gmnotes: "blood",
				pageid: gPage_id,
				left: gLeft,
				tint_color: gColor,
				top: gTop,
				rotation: randomInteger(360) - 1,
				width: gWidth,
				height: gWidth,
				layer: "map",
			}));
		},5);
	},
};

fixedCreateObj = (function () {
	return function () {
		var obj = createObj.apply(this, arguments);
			if (obj && !obj.fbpath) {
				obj.fbpath = obj.changed._fbpath.replace(/([^\/]*\/){4}/, "/");
			}
		return obj;
	};
}());

on("change:graphic:bar3_value", function(obj) {
	if(obj.get("bar3_max") === "" || obj.get("layer") != "objects") return;
	// Create spatter near token if "bloodied".
	// Chance of spatter depends on severity of damage
	if(obj.get("bar3_value") <= obj.get("bar3_max") / 2) {
		if (randomInteger(obj.get("bar3_max")) > obj.get("bar3_value") && (obj.get("gmnotes")).indexOf("noblood") == -1) {
			BloodAndHonor.createBlood(obj.get("_pageid"), obj.get("left"), obj.get("top"), BloodAndHonor.tokenSize, BloodAndHonor.chooseBlood("spatter"), BloodAndHonor.bloodColor(obj.get("gmnotes")));
		}
	}
	// Create pool near token if health drops below 1.
	else if(obj.get("bar3_value") <= 0) {
		BloodAndHonor.createBlood(obj.get("_pageid"), obj.get("left"), obj.get("top"), Math.floor(BloodAndHonor.tokenSize * 1.5), BloodAndHonor.chooseBlood("pool"), BloodAndHonor.bloodColor(obj.get("gmnotes")));
	}
});

//Make blood trails, chance goes up depending on how injured a token is
on("change:graphic:lastmove", function(obj) {
	if(obj.get("bar3_value") <= obj.get("bar3_max") / 2) {
		if (randomInteger(obj.get("bar3_max")) > obj.get("bar3_value")) {
			BloodAndHonor.createBlood(obj.get("_pageid"), obj.get("left"), obj.get("top"), Math.floor(BloodAndHonor.tokenSize / 2), BloodAndHonor.chooseBlood("spatter"), BloodAndHonor.bloodColor(obj.get("gmnotes")));
		}
	}
});

Configuration

Stop bleeding

Putting noblood in any token's GM Notes will cause it to never bleed.

Change color

There are currently three custom colors, but you can easily add your own in the script. Put one of the following into the GM Notes if you want the token to bleed a color other than red:

bloodcolor_orange, bloodcolor_purple, bloodcolor_blue


See Also