
The idea is to do the work up front to provide sleek macros that don't clutter the window with too much text (using inline boxes for popups for extra info) and that easily level up with the character. MM: each missile does 1d4+1 force dmg, 2 missiles at lvl 3, 3 at 5, 4 at 7, and 5 at 9. Character in question is currently lvl 6 ( goal =3d4+3 , not 3(1d4+1)) My attempts so far: [[1d4+1]] - gives us one missile [[ floor((@{level}+1)/2) ]] gives 3, the correct number of missiles. If I change the level anywhere between 1 and 9, it continues to give the correct number. Without using "floor" I get screwy numbers (+/-0.5) at even levels. [[ floor(( @{level}+1)/2)*(1d4+1) ]] gives me 3(1d4+1) which is close, but rolls one number for all missiles, and multiplies by three for a total. [[ floor(( @{level}+1)/2)d4+1 ]] give an error. [[1d4+floor(@{level}+1)/2]] gives 1d4+3, good, we want a +3 on the end. [[ floor(( @{level}+1)/2)*(1d4+floor(@{level}+1)/2) ]] gives 3*(1d4+3) [[ floor(( @{level}+1)/2)d4+floor(@{level}+1)/2 ]] gives an error: Could not determine result type of: [{"type":"M","expr":"floor((5+1)/2)"},{"type":"C","text":"d4+floor(5+1)/2"}] And that is where I'm stuck. I could always just do it the easy way: 1st [[1d4+1]] 2nd [[1d4+1]] 3rd [[1d4+1]], but I want to have a working template for spells that will automatically adjust as the @{level} attribute goes up. It would also be nice to have a function that caps the answer at 5 for the function that uses level to determine the number of missiles.