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/* | |
Roll a bunch of stats and total them. Use syntax like this: | |
!sumstatrolls --{{name= Stat Rolls 4d6k3}} {{Strength= [[4d6k3]]}} {{Dexterity= [[4d6k3]]}} {{Constitution= [[4d6k3]]}} {{Intelligence= [[4d6k3]]}} {{Wisdom= [[4d6k3]]}} {{Charisma= [[4d6k3]]}} | |
or | |
!sumstatrolls --{{name= Stat Rolls 4d6k3}} {{Rolls=**[[4d6k3]] [[4d6k3]] [[4d6k3]] [[4d6k3]] [[4d6k3]] [[4d6k3]]**}} | |
*/ | |
on("ready", () => { | |
const template = '&{template:default}', | |
sumheader = 'Average Score', |
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/* | |
* Version 0.1.13a | |
* Made By Robin Kuiper | |
* with edit by GiGs for AOE Template Fix | |
* Skype: RobinKuiper.eu | |
* Discord: Atheos#1095 | |
* Roll20: https://app.roll20.net/users/1226016/robin | |
* Roll20 Thread: | |
* Github: https://github.com/RobinKuiper/Roll20APIScripts | |
* Reddit: https://www.reddit.com/user/robinkuiper/ |
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/* | |
If you have a character token made from Rollable Token, this script will change the image displayed based on the value of a token bar. | |
So you could have the image change automatically based on damage, or just if you just want to use a bar to quickly change the token's image. | |
The top four constants areset the behaviour of the script: | |
TOKENBAR: the token bar to use. | |
IMAGEMAX: if you want to limit the token selection to, say, the first 3 images, set IMAGEMSX = 3. If 0, it uses all the token images. | |
You can also create an attribute and set an array of images to use. If this attribute exists, the imagemax above is ignored. | |
The attribute can have values like 1,2,3,4 or 2-4, or 1,3-5,7. Only numbers, commas and hyphens are used. | |
IMAGEARRAY: name of the attribute to use. |
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/* | |
basic structure | |
!wodice Alucard rolls [[7d10]] to use Dominate --sort --title:Fiendish Mind Control --7 --tens | |
!wodice Mina rolls [[5d10>7]] to resist Dominate --sort --title:Willpower --7 --tens | |
!wodice Alucard rolls [[7d10>7?{Special?|Yes,!|No,!11}]] to use Dominate --sort --title:Fiendish Mind Control | |
Structure is | |
!wodice [text to print out as description] --optional parameters | |
--sort or -sort:true (makes it sort, otherwise its unsorted, could also add ascending or descending option) | |
--title:some text or --some text (adds a title, otherwise a default title is used) | |
--difficulty: 7 or --7 (sets a variable difficulty) |
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/* | |
Easter date Calculation | |
best easter calculator: https://www.staff.science.uu.nl/~gent0113/easter/easter_text2a.htm | |
script: https://www.staff.science.uu.nl/~gent0113/easter/addfiles/easter.js | |
root: https://www.staff.science.uu.nl/~gent0113/easter/eastercalculator.htm | |
historical easters: http://www.kevinlaughery.com/east4099.html | |
USAGE | |
!easter [year] [optional: true for gregorian calendar, false for julian] | |
gives the date of easter, and the date of paschal full moon, the full moon that immediately precedes easter sunday. |
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HERO combat system scripts for Roll20 | |
There are 5 scripts in total: heroturntracker2.0, autocombat, effects, recovery, locations. | |
The first manages the turn tracker, subdividing the turns into phases in which it shows only the tokens acting during those phases depending on their SPD attribute. It supports delayed actions (by putting a "d" in place of the Dex of the token). It also keeps track of status like stunned, deeply stunned, bleeding, movement, actions, etc. | |
The second manages the weapon and their effects (or spells that damage the opponent). It can be used for modern weapons and for fantasy ones. Any spell that does damage can be | |
emulated by this script. |
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on('chat:message', function(msg) { | |
var command = msg.content.toLowerCase(); | |
if (msg.type == "api" && command == "!combatstart"){ | |
sendChat("GM", "Combat begins!"); | |
var selected = msg.selected; | |
var aChars = new Array(); | |
var nCount = 0; | |
_.each(selected, function(obj) { | |
if(obj._type != 'graphic') return; |
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on('chat:message', function(msg) { | |
if(msg.type != 'api') return; // We're only deal with API commands | |
//var parts = msg.content.toLowerCase().split(' '); | |
var parts = msg.content.split(';'); | |
var command = parts.shift(); | |
if(command == '!recovery') | |
{ | |
//var page = getObj('page', Campaign().get('playerpageid')); | |
var selected = msg.selected; |
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// {effect}[id]|[type:n[fixed/dice]]|[attribute]|[defence]|[frequency(type)][duration(number and type)][counter(0)][active][description][marker]{/effect} | |
// id a numeric, unique id - It is auto-generated when the Effect is applied by the macro | |
// dam:n[d/f]|aid:n[d/f]|fla:n[d]|ent:n[d] dam = damage (can also be used as a drain), aid = aid, fla = flash (not implemented yet), ent = entangle, | |
// n = number of dice | fixed value of effect, I.e. 3 dice of damage is dam:3d | |
// Special: if dam is set to 0 fixed, it means the attribute(s) is zeroed, if it is set to -1 fixed, the attribute(s) is halved - i.e. dam:0f, dam:-1f | |
// normal|killing|body|stun|str|dex|con|int|ego|pre|run|ocv|dcv|omcv|dmcv|end|pd|ed|rec|spd stat affected, can be more than one separated by "/". Type and hasDef are then common to all attributes in the list, though. | |
// hasdef:[pd][ed][rpd][red][powerdef][flashdef][mentaldef][no] |
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on("chat:message", function(msg) { | |
if(msg.type == "api" && msg.content == "!tableread") { | |
var locsMalus = [8,6,5,5,3,7,8,4,6,8]; | |
var oTable = findObjs({name: "locs",_type: "rollabletable"}); | |
var oItems = findObjs({_type: "tableitem", _rollabletableid: oTable[0].id}); | |
for(var i=0;i<oItems.length;i++) | |
{ | |
log("aLocsModifier["+i+"] = ["+locsMalus[i]+",'"+oItems[i].get('avatar')+"'];"); | |
} | |
} |