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Enchanted Realms API for Roll20

All input lines or macros must begin with “!enchanted” to notify the API, followed by the command and parameters. Below are a series of available commands..

Characters and Tokens

Command:--avatar!enchanted --avatar @{selected|token_id}
  Parameter 1:tokenID
  This allows details of the object to be displayed. The tokenID parameter is the “token id” of the object to be inspected.
 
Command:--changeStatus!enchanted --changeStatus @{selected|token_id} {status_yellow,true}
  Parameter 1:tokenID
  Parameter 2:Status_marker code
  This locates the token by the “token id” passed by parameter one and applies the status change defined in the second parameter.
 
Command:--setBar!enchanted --setBar @{selected|token_id} body -3
  Parameter 1:tokenID
  Parameter 2:Stat [body|mind|spirit]
  Parameter 3:Adjustment
  Parameter 4:Optional Boolean to set limit not to exceed maximum
  This alters the value linked to the body, mind or spirit bar by the adjustment amount. If the fourth parameter is true, then positive numbers will not allow the current value to exceed the maximum.
 
Command:--selectSide!enchanted --selectSide @{selected|token_id} 0
  Parameter 1:tokenID
  Parameter 2:index
  This changes the side of a multi-image token, as selected by its “token id” in the first parameter. It will be set to the index of the images based on the value of the second parameter. The index is zero-based.
 

Combat

Command:--standardAttack!enchanted --standardAttack @{selected|token_id} @{target|token_id}
  Parameter 1:tokenID (attacker)
  Parameter 2:tokenID (victim)
  The reads the information from the attacking token to determine the type of attack set on the combat tab and uses those values, weapons, styles and number of attacks against the appropriate defense of the victim’s character sheet. Both tokens must be related to a character sheet, even if the token is a mook. It then evaluates the rolls and applies the proper damage and special status changes as needed.
 
Command:--alternateAttack!enchanted --alternateAttack @{selected|token_id} @{target|token_id} 30 2 slash d6+1 attacks
  Parameter 1:tokenID (attacker)
  Parameter 2:tokenID (victim)
  Parameter 3:Attack Bonus
  Parameter 4:Number of d100s
  Parameter 5:Damage Type
  Parameter 6:Damage Dice Formula
  Parameter 7:Verb-Object Description of attack, such as “swings sword”
  The takes the input to evaluate the information from the input and uses it against the appropriate defense of the victim’s character sheet. Both tokens must be related to a character sheet, even if the token is a mook. It then evaluates the rolls and applies the proper damage and special status changes as needed. It is best to use this with a queryable macro to ensure the splitting of parameters is set correctly.
 
Command:--heal!enchanted --heal @{selected|token_id} 2d4|body
  Parameter 1:tokenID
  Parameter 2:Dice Formula
  This adds the dice formula back to the stat (defined in the dice formula) of the token lined by the first parameter’s “token id”
 

Game Date and Time

Command:--showGameTime!enchanted --showGameTime
  This outputs the values of the game world date and current hour as stored in the Campaign object.
 
Command:--defineGameTime!enchanted --defineGameTime 707 2 21 15
  Parameter 1:Year
  Parameter 2:Month
  Parameter 3:Day
  Parameter 4:Hour
  This is a four-parameter method for setting the exact game time. The example sets the current Game Time to 3PM on February 21st for the year 707.
 
Command:--setGameTime!enchanted --setGameTime +h 2
  Parameter 1:datePart operation [+][h|d|m|y][=]
  Parameter 2:Value
   This increases or sets a datePart (hour, day, month or year) the value of the second parameter. The example increases the game time by two hours. Another example would be “d= 3” to set the day precisely to the 3rd day of the month.
 

Initiative

Command:--groupInit!enchanted --groupInit
  This finds all the currently selected tokens and adds them to the Turn Order. It reads the token represents to find the character sheet and uses the adjustments set on the sheet for any variances from the standard 2d10.
 
Command:--resetInit!enchanted --resetInit
  Uses the values currently in the Turn Order and defines initiative for the next round. Any values greater than 20 or custom-defined are adjusted to be used as preserved in the new combat round, but all others are rerolled with the same rules as the original groupInit command.
 
Command:--nextInit!enchanted --nextInit
  This increments the second counter of the combat round. When reaching past 20, it automatically calls the resetInit command. This is very hand to set as a macro button.
 

Other

Command:--moonBlink!enchanted --moonBlink @{selected|token_id}
  Parameter 1:tokenID
  This moves the token associated with the “token id” of the parameter in a random direction by 20 feet.
 
Command:--odds!enchanted --odds d100 26 heal @{target|token_id} 2d4|body
  Parameter 1:Dice Formula
  Parameter 2:Required Threshold
  Parameter 3:New Command Sequence
  This sets a random chance of a second command. When starting the new command sequence do NOT use the --command indicator. In the example given there is a 75% chance of a 2d4 healing effect to occur.
 
Command:--sorceryTest!enchanted --sorceryTest @{target|token_id} 20
  Parameter 1:tokenID
  Parameter 2:Spell Difficulty
  This checks whether or not an axiom can be cast. Use the raw difficulty score, as the function will examine the character for stat modifiers.
 

Dice Formulas

There two basic parts to a “dice formula:” the dice to be rolled and optional special-effect commands.

At the simplest, a “dice formula” is the [n]umber of [s]-sided dice to roll. This is represented by the following: [n]d[s]. Therefore “2d10” is two 10-sided dice added together. Optionally, the [n] value can be omitted, which would assume only one die is rolled. Thus, “d6” is one roll of a six-sided die.

An additional option is for bonuses or penalties, represented by appending a plus or minus sign and a number without any additional spaces. Therefore, “2d10+5” means two rolls of 10-sided dice added together then having 5 more points added to that sum, making the possible range from 7 to 25.

Lastly in the first part, body is assumed to be damaged in an attack; however, sometimes mind or spirit will be afflicted. In such cases, also without spaces, add a pipe-character and the stat to inflict. Thus, “d6+2|mind” indicates the result of a 6-sided die roll plus 2 will inflict that amount of damage against the mind value. It is also possible to do no damage at all by using “d1|none” as the formula. This would indicate a successful hit (possibly touch) that does not damage the victim in any way from the initial attack.

This is where the second and optional portion of the formula comes into play, the special-effect command. Often this is for administering poison or to see if the victim has become restrained in some way. There are several ways to test a condition to see if the special-effect is valid. This is performed by three parameters separated by spaces; when there is an opportunity for ambiguity, such as with the alternateAttack command, use “%20” in place of a space.

The first part can be one of the five following options:

onHitThis sets the special-effect true if any of the attacks scored a hit against the opponent’s defense. 
ifHitPlus:[a]>[b] If any attack scores a hit, then roll a new check where [a] is a new dice formula to be equal or greater than [b]. The value of [b] is usually a number, but it can be “def” to indicate the defense of the opponent. If that condition is true, then the special-effect happens. Substitution for [b]:
"def"Defense
"bdiff"Body-Difficulty
"mdiff"Mind-Difficulty
"sdiff"Spirit-Difficulty
newRoll:[a]>[b]This forces a new roll whether there was a hit or not. It creates a separate special roll with [a] being the formula and [b] being the target difficulty. It is also possible to set [b] as “def” to indicate the opponent’s defense score. If that condition is true, then the special-effect occurs.
anyRaw>[b]This tests all the raw values of the original dice thrown without modifiers considered. If any raw values is equal or greater to target of [b] (which can be set to “def”), then the special-effect is valid.
anyScore>[b]This is similar to the raw value but this considers the total score. Perhaps if any attack has a total value equal or better than 120, then something happens, then this would be the way to check. In this case [b] can also be defined as “def” but that would be moot as the onHit option could have just been used for that condition.

If the first part condition becomes true, then the second part is what happens. This can be one of two things: either damage or a “status_marker” change. Status_marker codes are exactly as those in the Roll20 documentation. An example would be {status_yellow,true} which would turn on the yellow circle for the victim token on. If damage is needed, then use a simple dice formula, such as “d6+1|mind” to indicate the damage to be inflicted. Lastly, the third part is the description. This would be like “gripped” or “slowed” or “poisoned,” etc.

Often the dice formula is used on the “damage” part of the character sheet for standard attacks or as the sixth parameter of alternate attacks (often stored as a character ability macro). Thus, if a character is wielding a dagger, then the “damage” field would read “d4+1” on the character sheet. However, below are a few examples of other situations.

Double-Punchd4+1%20ifHitPlus:d100+23>def%20d4+1%20Double-Punch
Martial-Arts Grappled1|none%20onHit%20{status_grab,true}%20Held
Poisond4+1%20ifHitPlus:d100>bdiff%20{status_green,true}%20Poison
Weapon of Doubtd6+1%20onHit%20d1|spirit%20Doubt
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