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var LastMoved = LastMoved || {}; | |
LastMoved.allowNonTurnMovement = false; //If players can move when it is not | |
// their turn, set to true | |
on("change:graphic", function(obj, prev) { | |
//checks to see if initiative page is up | |
if (Campaign().get("initiativepage") !== true) return; | |
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//Settings | |
var TrapTracker = TrapTracker || {}; | |
TrapTracker.GMOnly = false; //Only sends notifications to the GM | |
TrapTracker.Disable = false; //Defaults to enable/disable the system. Chat commands to turn on and off exist. | |
TrapTracker.TrapPrefix = "xTrap"; //The prefix for traps for the system to search for | |
TrapTracker.GMName = "DM (GM)"; | |
TrapTracker.accuracy = 5; //The points of intersection that need to be hit to set it off. With 5, about half the square needs to be hit. Min 1; | |
TrapTracker.convertHTML = function(obj) { |
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//Global Identifier | |
var rollFormat = rollFormat || {}; | |
rollFormat.CSSBGColor = "#66CCFF"; //Color of background | |
rollFormat.CSSbrdrColor = "blue"; //color of border | |
rollFormat.CSSfontColor = "black"; // color of text | |
rollFormat.CSSfumbleColor = "red"; //color of lowest rolls (1 on 1dX) | |
rollFormat.CSScriticalColor = "white"; //color of highest rolls (X on 1dX) | |
rollFormat.modCSS = "font-size: 1.1em;"; //Modifer size |
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on("chat:message", function(msg) { | |
var equipCmd = "!Equip "; | |
if(msg.content.indexOf("!Equip") !== -1) { | |
log("Equipping: "); | |
// removes !equip from the string | |
var cleanedMsg = msg.content.replace(equipCmd, "").split(" "); | |
//Pulls name of the person being equipped with the weapon set in question |
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var Combat_Begins = Combat_Begins || {}; | |
Combat_Begins.statName = new Array ("Dex"); //Stats to be added to roll, commas between values | |
Combat_Begins.rollValue = 20; //rolling 1d20, change if you roll 1dXX | |
Combat_Begins.sendChat = true; //True if you want the chat log to show their results | |
Combat_Begins.includeChars = true; //set false if you want to roll for players | |
//If you want players to roll, make this a global macro (add other stats as needed): | |
// @{selected|token_name} rolls a [[ 1d20 + @{selected|Dex} &{tracker} ]] for initiative! |
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/* ************ TELEPORTING SCRIPT ************************** | |
* The intention of this script is to allow the DM to teleport | |
* one or all characters to a location based on a token placed | |
* on the DM layer of the map. | |
* To activate the script, type "!Teleport " and add the name | |
* of the teleport location (must not contrain spaces) and then | |
* the name of the party member to teleport there. They must be | |
* seperated by commas. If you want all to teleport, type all. | |
* ie. !Teleport teleport01, all - teleports all players to teleport01 | |
* |
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/* *********** STATUS TRACKER ********************************************* | |
* The purpose of this script is to track character and token status | |
* as well as durations of the status, with a reminder given on each turn. | |
* It allows the GM to manimpulate the controls, while players can only test | |
* their characters current status, if the GM allows it. It will use basic | |
* API commands. | |
* Please Note: This script will lock up one of the indicators on a token | |
* to show a character is under a specific effect. You can change which | |
* indicator to your preference. | |
* |
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/* ************ TELEPORTING SCRIPT ************************** | |
* The intention of this script is to allow the DM to teleport | |
* one or all characters to a location based on a token placed | |
* on the DM layer of the map. | |
* To activate the script, type "!Teleport " and add the name | |
* of the teleport location (must not contrain spaces) and then | |
* the name of the party member to teleport there. They must be | |
* seperated by commas. If you want all to teleport, type all. | |
* ie. !Teleport teleport01, all - teleports all players to teleport01 | |
* |
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//Settings | |
var MovementTracker = MovementTracker || {}; | |
MovementTracker.TOTALPINS = 20; //The number of pins you have on your map | |
MovementTracker.SQUARE_AURA = false; //Change to true if you want it to be square auras | |
MovementTracker.Aura1_Color = "#4a86e8"; //The double move color | |
MovementTracker.Aura2_Color = "#FFFFFF"; //The single move color | |
MovementTracker.GMName = "DM (GM)"; //The display name of the GM to override controls | |
MovementTracker.DISPLAY_MESSAGES = false; //Set true if you want the system to make announcements |
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on("change:attribute", function(obj, prev) { | |
if(obj.get("name") !== "HP") return; | |
var damageTaken = 0; | |
var currentHp =0; | |
var oldHp = 0; | |
var max = 0; | |
var charName = getObj("character", obj.get("_characterid")); | |
currentHp = obj.get("current"); | |
oldHp = prev["current"]; |