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Need help figuring out a macro

The macro I am trying to come out with looks like the skill/tool template for the 5e sheets. Though, I need it to roll 2 tools, then divide it by two. I know how to make the roll but not how to put that into a macro. The roll itself ends up being (2d20+10)/2. Would be better if I could have (X tool + Y tool)/ 2 Here is the text from the roll on the sheet. (changed/added tools. So now there us Creature Harvesting Survival & Creature Harvesting Dex) @{Kotto|wtype}&{template:skill} {{rname=Creature Harvesting}} {{mod=5}} {{r1=[[@{Kotto|d20}+5@{Kotto|pbd_safe}]]}} @{Kotto|rtype}+5@{Kotto|pbd_safe}]]}} {{reliablecheck=[[floor((@{Kotto|pb}) / @{Kotto|pb})*@{Kotto|reliable_talent}]]}} {{reliableroll=[[10+5 [Reliable Talent]]]}} {{global=@{Kotto|global_skill_mod}}} @{Kotto|charname_output}
So you want to make two separate rolls, add the total together, then divide that by 2? That's not too complicated. I'm no expert but I could try to give you something that works. But that looks like the 5E template. So can each roll also have Advantage / Disadvantage? Is the character a Rogue and thus effected by Reliable Talent? Because that makes it more complicated. More info needed. 
Ranger. I believe there was a way to have it check the sheet for advantage/disadvantage. It's basically a double skill check. D20+dex+prof and d20+Wis+prof then getting the average.
1589424979

Edited 1589427064
Oosh
Sheet Author
API Scripter
I'm not sure what everything from reliablecheck= onwards does, I'm using standard 5e and the skill template just ignores all of that . Oh yeah, it's for the rogue lvl 11 ability /me smacks head . But in terms of the roll, I think this should work: @{kotto|wtype}&{template:skill} {{rname=Creature Harvesting}} {{always=1}}{{mod=Dex(+@{kotto|dexterity_mod})/Wis(+@{kotto|wisdom_mod})}}{{r1=[[floor((1d20+@{kotto|dexterity_mod}[DEX]+@{kotto|pb}[PB]+1d20+@{kotto|wisdom_mod}[WIS]+@{kotto|pb}[PB])/2)]] }} {{r2=[[floor((1d20+@{kotto|dexterity_mod}[DEX]+@{kotto|pb}[PB]+1d20+@{kotto|wisdom_mod}[WIS]+@{kotto|pb}[PB])/2)]]}}{{reliablecheck=[[floor((@{kotto|pb}) / @{kotto|pb})*@{kotto|reliable_talent}]]}} {{reliableroll=[[10+5 [Reliable Talent]]]}} {{global=@{kotto|global_skill_mod}}} @{kotto|charname_output} Wasn't sure what rounding you wanted, remove the 2 instances of "floor" if you're happy with decimals, change to CEIL or ROUND for other rounding options. This one will always roll twice (as per 5e default) rather than use the @{rtype} property from the sheet - I'm unsure how to mix the formatting required for the rounding operation on the whole roll, I can get it to roll as required but can't work out how to divide the second result by 2 or round it. Someone smarter probably knows! If you prefer to play with an advantage prompt on your rolls, try this one: ?{Advantage?|normal|advantage|disadvantage}@{kotto|wtype}&{template:skill} {{rname=Creature Harvesting}} {{?{Advantage?}=1}}{{mod=Dex(+@{kotto|dexterity_mod})/Wis(+@{kotto|wisdom_mod})}}{{r1=[[floor((1d20+@{kotto|dexterity_mod}[DEX]+@{kotto|pb}[PB]+1d20+@{kotto|wisdom_mod}[WIS]+@{kotto|pb}[PB])/2)]] }} {{r2=[[floor((1d20+@{kotto|dexterity_mod}[DEX]+@{kotto|pb}[PB]+1d20+@{kotto|wisdom_mod}[WIS]+@{kotto|pb}[PB])/2)]]}}{{reliablecheck=[[floor((@{kotto|pb}) / @{kotto|pb})*@{kotto|reliable_talent}]]}} {{reliableroll=[[10+5 [Reliable Talent]]]}} {{global=@{kotto|global_skill_mod}}} @{kotto|charname_output} Let me know if this isn't what you wanted.
1589431319

Edited 1589432318
To the best of my knowledge, if you want the EXISTING Adv / Disadv systems to be used on this, it would require an API. You can add multiple rolls together and then divide them, but only if you do everything in the same roll at the same time. But the way the 5E OGL sheet works, the Adv / Disadv rolls are two SEPARATE rolls. I could be wrong, but I think that's the rules. I'm currently writing something up. I've come to a crossroads in the design though. There's two ways I can do advantage. Style 1: Rolls twice. Makes two different rolls (each using 1d20), adds them together, divides by 2, gives result. Then it does this a second time. If you have Adv, take the higher total. If you have Disadv, take the lower total. However, it does not guarantee that the lowest Dex roll will be paired with the lowest Wis roll. Style 2: Rolls once. Makes each roll once using 2d20 (dropping the lower or higher), adds them together, divides, gives result. I think this will statistically result in lower rolls than Style 1 and be a more accurate reflection of the Advantage system. EDIT: Also, how do you want Global Skill Modifiers handled? Style 1: Added to BOTH rolls and divided in half. Style 2: Added once and divided in half. Style 3: Added once at the end and NOT divided.