… when I’m running a game.
Name:GroupInit
Script:
!group-init
Comments: Just a dumb shortcut for running the standard GroupInit API Script. I don’t have to remember the syntax (which couldn’t be simpler). Allows me to select a group of bad guys click on macro, it launches Turn Tracker, rolls their initiative and the bad guys initiative gets added.
Name: GroupCheck
Script:
!group-check
Comments: like GroupInit, just a simple call to the standard GroupCheck API Script. Select bad guy tokens and click macro button. It produces an inline menu in Chat window, where I select the type of check, including saving throws and skill checks, and rolls for each token selected.
Name: SaveApply
Script:
!group-check {{
–?{Save|Dexterity|Constitution|Wisdom} Save
–process
–subheader vs DC ?{DC}
–button ApplyDamage !apply-damage
~dmg [[?{Damage}]]
~type ?{Damage on Save|Half,half|None,none}
~DC ?{DC}
~saves RESULTS(,)
~ids IDS(,)
}}
Comments: Nice script I found that uses GroupCheck. For selected tokens, it rolls a Saving Throw, asks what the damage to apply is, whether one takes half or no damage if save is successful, asks the Difficulty, and then applies the results to the tokens after all that. Awesome for area damage spells such as Fireball.
Name: Dead
Script:
!token-mod –set statusmarkers|=dead bar1_value|0
Comments: Dead-simple script leveraging TokenMod. Bad guys get the big red X of death and hit points reduced to zero.
Name: TokenSetup
Script:
!token-mod {{
–set bar1_link|hp
–set bar2_link|ac
–set bar3_link|speed
–set name|@{selected|character_name}
–on showplayers_bar1
–off showplayers_bar2
–off showplayers_aura1
–off showplayers_aura2
–on token_vision
}}
Comments: Using TokenMod, sets up token for PCs with just the basics. I have a very similar one for NPCs.