Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

3.5 Manyshot Macro Help

I'm trying to figure out how to build a macro to handle the Manyshot feat from D&D 3.5 (we use DianaP's 3.5 sheet). Changing the attack calculation to apply the correct penalty on the attack roll was easy beans by slipping this into the calculation: +?{Manyshot (also <= 30ft) # of extra arrows?|None, 0|1 (Min BAB +6 and atk -4), -4|2 (Min BAB +11 and atk -6), -6|3 (Min BAB +16 and atk -8), -8}[Manyshot] So it adds the correct penalty based on the number of extra arrows the player wants to use. However, I'm totally stuck when it comes to the damage calculation / macro. In 3.5, damage from arrows in Manyshot are calculated separately (for damage reduction purposes), so I can't just use an "arrows times damage" type of calculation. Ideally, I would like to be able to have the player select the number of arrows, then the macro would only output a number of damage rolls equal to the number of arrows, all calculated separately. The output should look something like this, if a total of two arrows are shot (player has an acid enchantment on the bow): Attack: Hitting AC 28 for 6 damage + 4 acid damage + 7 damage + 3 acid damage If it makes sense to have this appear as a full attack, that's fine, too, but I still don't know where to start: A1: 28 D1: 6 damage + 4 acid damage D2: 7 damage + 3 acid damage Thanks for any help y'all can provide! (My backup plan is to just make individual attack macros for 2 / 3 / 4 arrows, but I wanted to try being fancy).
1730344523
GiGs
Pro
Sheet Author
API Scripter
Kurazarrh said: (My backup plan is to just make individual attack macros for 2 / 3 / 4 arrows, but I wanted to try being fancy). This is the traditional way to do something like this. You can use chat menus to print several buttons for 2 arrows, 3 arrows, and 4 arrows, and then the playetr can click the one they actually use.
This is relatively easy to solve with template overwriting - something like &{template:default} {{name=Manyshot}} {{Attack roll:=[[1d20+5[any modifiers you have in your normal attack roll]-?{Manyshot (also <= 30ft) # of extra arrows?|None, 0|1 (Min BAB +6 and atk -4), 4|2 (Min BAB +11 and atk -6), 6|3 (Min BAB +16 and atk -8), 8}[Manyshot]]] }} {{[0](#" hidden)= [[1d6]] + [[3]] }} {{[[[{?{Manyshot (also <= 30ft) # of extra arrows?},4}kl1]]](#" hidden)= [[1d6]] + [[3]] }} {{[[[{?{Manyshot (also <= 30ft) # of extra arrows?},6}kl1]]](#" hidden)= [[1d6]] + [[3]] }} {{[[[{?{Manyshot (also <= 30ft) # of extra arrows?},8}kl1]]](#" hidden)=[[1d6]] + [[3]] }} Just replace the rolls and other modifiers to them with whatever you like.
1730402523

Edited 1730403012
Hey @Tuo, that's some serious wizardry there. I was able to get it partially working, but the output was difficult to read. I ended up just using the ?Manyshot query to determine the attack penalty, then just output all four damage results, and we'll just ignore any damage that's not valid. There are some extenuating factors, like we're using the DnD35 sheets and templates for our rolls, and that it needs to have a critical hit handler, which the default template doesn't seem to support (it always rolls the critical threat check, while the DnD35Attack only rolls it if the initial attack roll would be a threat). Thanks for your help!