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Using Attributes as Text Variables in your macros

Hello, For the needs of my game, I must be able to change one special dice I use in my macros by another if the PC is in specific status (i.e. Weary or Depressed) An example of macro, for each PC is like this : #Resist-Corruption /me Try to resist Corruption /r 1t[dd] + Wisdom t[sd] I have 10 macro like that for each PC I use 3 rollable tables :  dd (destiny dice, allways the same) sd (success dice, when not Weary/Depressed) wsd (weary success dice, when Weary/Depressed) The simplest thing is to duplicate standard macro in "weary" macro, #Resist-Corruption-Weary /me Try to resist Corruption, being Weary /r 1t[dd] + Wisdom t[wsd] But it's a lot of work, and for each macro for each PC. Using Text in Attribute I create for Each PC an attribute named Sd and I put in value "sd" I change my macro like this #Resist-Corruption /me Try to resist Corruption /r 1t[dd] + Wisdom t[ Sd ] I have replaced the name of the rollable table "sd" by the Attribute Sd . Sd value is "sd" so its work If the character goes Weary/Depressed, I just change Sd Attribute from "sd" to "wsd" and it is done! I am sure you will find a lot of applications for this little trick.
would be nice, but not something I would place as a priority right now. May be you should see about putting this in the suggestions section. edit: wow...feeling smart. Thanks for teaching me a new trick.
Hello And p., THIS IS NOT A SUGGESTION, IT'S AN ACTUAL FEATURE. I described the way I am doing it right now. And it works !
You know... this is how the hackjob maptool scripting got its start, lol. People doing things / using things in ways the devs didn't consider and then they became developed features.