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Star Wars D6 Macros - Token Wound Tracking

Hey all! So, I figured I'd track wounds via the red bar/circle in the token. Easy to do place a number in there and have it subtracted from the dice roll. Now, I have some menus I've created per token that's dragged off a template. I was wondering if there is a way to set the wound level based off of what's in the red circle? Or maybe just store it in a variable? I was considering making a wound macro that would pop up and ask what wound level to give, then set the bar to the number, but not sure how to track it for my general info macro. Here's a screenshot. I'd love the top row to have the current wound level of that particular token.  
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Edited 1629611614
OH and is it possible on a wound to set an aura on a token? I couldn't find anything referencing auras on the documentation. Second question, I want to have the hit location auto roll after a successful hit. Would I use a table with numbers assigned to the specific areas?
1629624011
Andreas J.
Forum Champion
Sheet Author
Translator
I'd love the top row to have the current wound level of that particular token. just do @{WoundLevel } and dont put in [[]] around it, then it just displays the value of that stat, and doesn't try to roll/compute it. Philtor said: OH and is it possible on a wound to set an aura on a token? I couldn't find anything referencing auras on the documentation. You need to use APIs to be able to make changes to tokens with chat commands(a Pro feature). TokenMod is the APi to make changes to tokens. More examples on API that could be used with the SWD6 sheet: <a href="https://wiki.roll20.net/SWD6#API" rel="nofollow">https://wiki.roll20.net/SWD6#API</a> Second question, I want to have the hit location auto roll after a successful hit. Would I use a table with numbers assigned to the specific areas? Uuh this is on the advanced side, know it could be done with editing the sheet code to have better roll templates, but might be possible with normal macros. Using some API could also do this. Either way, hit locations as part of the sheet &amp; roll template is mentioned in the long TODO-list for the sheet: <a href="https://wiki.roll20.net/SWD6#Feature_Requests" rel="nofollow">https://wiki.roll20.net/SWD6#Feature_Requests</a> Oh and if you could share the chat menu macro you made, others could also use it. It and other macro examples could be added to the wiki page I linked.
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Edited 1629649585
What I ended up doing very, very late last night was manually roll the hit table 100 times to get a statistical template of what the hit table could/would look like, did tallies and then built a roll table based off of dividing six into 100. so, 16.67 (repeating 6's) to get a rough base number, went with an even 16. Torso is on the hit track twice so it got multiplied, and arms are unique because they are on there once, but then you have a second roll to see if it's left or right. This is the table I came up with: head: 16 Torso: 32 left leg: 16 right leg: 16 left arm 9 right arm 9&nbsp; Ended up boosting the arm weight by one because they never seemed to hit the same ratios even after multiple rolls of sets of 100. I'm assuming it's because of attempted machine randomization vs true randomization? Either way after boosting it's really close to the actual die roll results with acceptable deviation and it is working in the test macros I have started on for NPC blaster fire. I'll be working on a similar table for deviation on grenade throws as well. Give me one sec and I'll post what I have for my macros for the roll table. I'll be making many more. One for combat, defense, and for non-combat interactions that involve con/gambling/etc.
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Edited 1629652633
Assumptions using these macros You use one core character sheet for trash mobs like your base stormtroopers or cantina rabble. Main characters will be tracked directly from character sheets, I don't have those built yet, but will post those when ready. Bar 1 is used for tracking wounds, don't use negatives. If you are at wound 2, put 2. Bar 2 is used for tracking actions taken this round. Bar 3 is for tracking force powers up. I am considering changing this since sometimes I will give my non-force NPCs a hand full of character points. I might use it for tracking that vs force powers up for standard rabble, and make a rabble force user generic sheet. You understand I put line breaks in the code blocks to make it easier to read and they'll have to be taken out to be used! These are attached to a generic template sheet and does not represent an existing character/npc. Sheet will need to be copied and altered, the macros should reflect this. Macro Menu Here is the menu I have for doing base NPC rolls. It pulls everything from the selected token, so basically I have one stormtrooper charsheet with a token saved to it, and can drag out a few of them at a time, then just number them, or if I am feeling especially creative I'll give them TK- numbers lol. /w gm &amp;{template:swd6}&nbsp; {{name=NPC Attributes}}&nbsp; {{subtitle=@{selected|token_name}}}&nbsp; {{[Initiative](~Initiative) Wound lvl.}}&nbsp; {{@{selected|dexterity}D+@{selected|dexteritypip} [DEX](~Dexterity) [PER](~Perception) @{selected|perception}D+@{selected|perceptionpip}}}&nbsp; {{@{selected|knowledge}D+@{selected|Knowledgepip} [KNL](~Knowledge) [STR](~Strength) @{selected|strength}D+@{selected|strengthpip}}}&nbsp; {{@{selected|mechanical}D+@{selected|mechanicalpip} [MEC](~Mechanical) [TEC](~Technical) @{selected|technical}D+@{selected|technicalpip}}} Initiative Here is the example macro for my initiative. It's pretty basic, will be including a flavor text table for that as well. I purposefully left out bar2 on the subtraction cause I have a really bad habit of forgetting to clear bar2 at the end of the round lol. I really need to get to pro for the tokenmod API. &amp;{template:black} {{name=NPC Initiative Check}} {{action=**@{selected|token_name}** tries to get the jump on the other group.}}&nbsp; {{Roll=[[(@{NPC Template|perception} + @{NPC Template|initiative} -@{selected|bar1} -@{selected|bar3} -1)d6cf0cs7 + @{NPC Template|perceptionpip} + @{NPC Template|initiativepip} + 1d6@{NPC Template|wilddie}&nbsp;&amp;{tracker}]]}} Stat Roll Here is an example macro of one of the stat rolls. I built tables to include auto flavor text for them. You can just replace the core stat for the other five to replicate them. &amp;{template:swd6} {{name=Dexterity - @{selected|token_name}}}&nbsp; {{action=**@{selected|token_name} **[[1t[dexterity]]]}} {{Roll=[[(@{NPC Template|dexterity} -@{selected|bar1} -@{selected|bar2} -@{selected|bar3} -1)d6cf0cs7 + @{NPC Template|dexteritypip} + 1d6@{NPC Template|wilddie}]]}} Here's a table I started for the flavor text. It's not very large yet, but it's a start. I have one for each base stat, and soon most actions... it's gonna get sweaty.