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Roll dice and show individual results then show a total

1626977541
Hi, Apologies if this has been answered, my Goole/Forum Fu failed me. Now I don't want to get into an argument over how magic missile works, we have our house rule we all like but it isn't how most people argue it works That being said I want to do this: But at the bottom have a total .  How can I do this? &{template:default} {{name= Magic Missile (7 charges)}} {{Missile 1 =Hits for [[1d4 + 1 ]]Damage}}{{Missile 2 =Hits for [[1d4 + 1 ]]Damage}}{{Missile 3 =Hits for [[1d4 + 1 ]]Damage}}{{Missile 4 =Hits for [[1d4 + 1 ]]Damage}}{{Missile 5 =Hits for [[1d4 + 1 ]]Damage}}{{Missile 6 =Hits for [[1d4 + 1 ]]Damage}}{{Missile 7 =Hits for [[1d4 + 1 ]]Damage}}{{Missile 8 =Hits for [[1d4 + 1 ]]Damage}}{{Missile 9 =Hits for [[1d4 + 1 ]]Damage}} I use another macro to call this one if I use 7 charges, another for 6 charges etc.  I am sure that can be simplified too but that is a separate question for another time me thinks. Thanks in advance DMD.
1626980193

Edited 1626981674
David M.
Pro
API Scripter
I use the Scriptcards api script, with the following macro: !scriptcard {{ --#title|Magic Missile --#leftsub|Slot level ?{Spell Slot Level?|1|2|3|4|5|6|7|8|9} --#rightsub|Ranged Attack (120ft) --=MissileCount|?{Spell Slot Level?} + 2 --=DisplayCount|1 --=MissileDamage|0 --:MissileLoop| -->FireMissile| call function --=DisplayCount|[$DisplayCount] + 1 --?[$DisplayCount] -le [$MissileCount]|MissileLoop --+Total|Total damage is [$MissileDamage] --X|Exit macro --:FireMissile| function --=ThisMissile|1d4 + 1 --=MissileDamage|[$MissileDamage] + [$ThisMissile] --+Missile|[$DisplayCount.Total] Hits for [$ThisMissile] [b]force[/b] damage --<| }} Sample output: EDIT - if you want to stick with the default template, something like this would work (cross-posted with Scott) &{template:default} [[ [[1d4+1]] + [[1d4+1]] + [[1d4+1]] + [[1d4+1]] + [[1d4+1]] + [[1d4+1]] + [[1d4+1]] + [[1d4+1]] + [[1d4+1]] ]] {{name= Magic Missile (7 charges)}} {{Missile 1 =Hits for $[[0]]Damage}}{{Missile 2 =Hits for $[[1]]Damage}}{{Missile 3 =Hits for $[[2]]Damage}}{{Missile 4 =Hits for $[[3]]Damage}}{{Missile 5 =Hits for $[[4]]Damage}}{{Missile 6 =Hits for $[[5]]Damage}}{{Missile 7 =Hits for $[[6]]Damage}}{{Missile 8 =Hits for $[[7]]Damage}}{{Missile 9 =Hits for $[[8]]Damage}} {{Total=$[[9]]Damage}}
1626981112
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
You can use the reuse rolls trick . &{template:default} [[[[1d4+1]]+[[1d4+1]]+[[1d4+1]]+[[1d4+1]]+[[1d4+1]]+[[1d4+1]]+[[1d4+1]]+[[1d4+1]]+[[1d4+1]]]] {{Missile 1 =Hits for $[[0]] Damage}}{{Missile 2 =Hits for $[[1]] Damage}}{{Missile 3 =Hits for $[[2]] Damage}}{{Missile 4 =Hits for $[[3]] Damage}}{{Missile 5 =Hits for $[[4]] Damage}}{{Missile 6 =Hits for $[[5]] Damage}}{{Missile 7 =Hits for $[[6]] Damage}}{{Missile 8 =Hits for $[[7]] Damage}}{{Missile 9 =Hits for $[[8]] Damage}} {{Total = $[[9]]}}
1626986947
As usual the community has done me proud.  This is perfect, Thank you! DMD
DM Donkey said: Now I don't want to get into an argument over how magic missile works, we have our house rule we all like but it isn't how most people argue it works FWIW, it's an extremely common way to run it, possibly more common than RAW. And it has the added bonus of gutting Nuclear Evoker builds, which no one needs in their game.