bar.name: Difference between revisions
Verisimilar (talk | contribs) m (Macros:Special Variables:bar.bar name moved to bar.name: Moved to main namespace.) |
Verisimilar (talk | contribs) m (Added to Special Variable category.) |
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* [[Macros:Variables:list_of_special_variables|List of Special Variables]] | * [[Macros:Variables:list_of_special_variables|List of Special Variables]] | ||
* [[Macros:Functions:list_of_functions_by_area#Token_Bars|Token Bar Functions]] | * [[Macros:Functions:list_of_functions_by_area#Token_Bars|Token Bar Functions]] | ||
[[Category:Special Variable]] |
Revision as of 13:17, 25 March 2009
The bar.[bar_name] variable permits the getting and setting of the token bar value (and the corresponding image displayed on the token) programmatically. Token bars are one, two, or multi-image graphical elements displayed on a token that are used (typically) to visually indicate the status of consumable or expendable items or character traits (such as Hit Points, Ammunition, Health, or the like).
Bars, like token states, are configured via the Campaign Properties dialog and are specific to the campaign in which they exist. In the screenshot shown below, the green-on-black line across the top of the token is a token bar.
Usage
[bar.[bar_name] = value]
Sets the value of the token bar named bar_name to the desired value. bar_name is set when the bar is created, and may be any name, provided it contains no spaces or special characters except the underscore. Value must be a number between 0 and 1.
Examples
[h: HP = HP - DamageTaken]
[h: bar.Health = HP / MaxHP]
Sets the value of bar.Health to the result of HP / MaxHP.
Notes
Two functions, setBar() and getBar() also exist to get and set the value of the token bar.