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Basic Game Set-up Macros

Hi, I'm trying to set-up some basic games macros for running Elric of Melnibone using the MRQII/Legend rules for which there is no character sheet (the Mythras sheet is very close but there are some differences and I want to use the basic rules). Anyhow, I've created some basic attributes to keep track of stuff and for macro use. For some reason that I can't fathom, the ranged macro doesn't work, nothing happens when you click the roll button... Here is a screen shot of where I'm at. Can someone help me please, it's doing my head in.
Have you saved the macro?  That needs to happen before it'll work. Also it's hard to tell if there's anything malformed in the macro from a screenshot, so if you post the contents of the code in your post that will help possibly identify any problems.   You can click on the small 'magic wand' button to the left of the Bold button to change the format to 'code' so that it looks like this.
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Edited 1638833981
Hi Jarren, Yes, the macro is saved. Here is the code that works for the Off-Hand weapon: /em @{selected|token_name} hits location [[1d20]] with their @{selected|Off_Hand} for [[[[@{selected|OH_Dam}]]+[[@{selected|Melee-damMod}]]]] damage! Here is the code that does nothing for the Ranged Weapon: /em @{selected|token_name} hits location [[1d20]] with their @{selected|Ranged} for [[[[@{selected|RG_Dam}]]+[[@{selected|RG_damMod}]]]] damage!
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Kraynic
Pro
Sheet Author
Ah, you have a blank attribute which can be an issue if it is called for in a macro.  Most sheets will have a default value to make sure there aren't any blank attributes in any built in macro rolls.  Put a zero in RG_damMod, and see if that works.
Kraynic said: Ah, you have a blank attribute which can be an issue if it is called for in a macro.  Most sheets will have a default value to make sure there aren't any blank attributes in any built in macro rolls.  Put a zero in RG_damMod, and see if that works. Thank you! Worked a treat. I knew it was something simple, as the code is copy & pasted with just the attributes changed, just didn't think of the blank value.
Further to this, is there a way to do a complex evaluation of a dice roll via a macro? Specifics: Enter a Skill Value (Variable 1) add or subtract a modifier (Variable 2) which gives a Modified Skill (Result 1), roll 1d100 and compare it to Result 1. If the roll is a 1 or <= Ceil(Result 1/10) the roll is a Critical. If the roll is <= Result 1 the roll is a Success, if the roll is > Result1 then it's a Failure A roll of 96-98 is always a Failure. A roll of 99 is a Fumble if Result1 <100. A roll of 100 is always a Fumble.