
I am trying to make a few Token Action Macros on the Attributes & Abilities tab of a character sheet. This D&D 5E character named Urku is only a level 3 ranger but I am having issues with nested queries. My first attempt at queries was with a longbow and it worked well: &{template:atkdmg} {{mod=+[[@{dexterity_mod}+@{pb}]]}} {{rname=Longbow}} {{?{Roll Type?|Normal,normal|Advantage,advantage|Disadvantage,disadvantage}=1}} {{r1=[[1d20+@{dexterity_mod}[DEX]+@{pb}[PROF]+2[Fighting Style]]]}} {{r2=[[1d20+@{dexterity_mod}[DEX]+@{pb}[PROF]+2[Fighting Style]]]}} {{attack=1}} {{range=150/600}} {{damage=1}} {{dmg1flag=1}} ?{Modifiers?|No,{{dmg1=[[1d8+@{dexterity_mod}[DEX]]]&#125&#125 {{crit1=[[1d8]]&#125&#125|Yes,{{dmg1=[[1d8+@{dexterity_mod}[DEX]+@{global_damage_mod_roll}]]&#125&#125 {{crit1=[[1d8+@{global_damage_mod_roll}]]&#125&#125} {{dmg1type=Piercing}} {{ammo=ammo}} {{charname=Urku}} It isn't perfect because I still want it to lower the ammo amount but that is a topic for another chat. In this attempt, I ask whether or not there should be global attack damage modifiers (Modifiers?) used in calculating both the regular or crit damage of the attack. I have tested the code and it works. The problems arose when I tried to incorporate the same query of global attack damage modifiers (aka Hunter's Mark and the new Favored Foe die) to a quarterstaff attack but nesting another query inside of that to figure out if we are attacking either one-handed (1d6) or two-handed (1d8). I am only showing the nested queries below since this is where I am running into bugs: ?{Modifiers?|
Yes,?{How Hard?|
One-Handed, {{dmg1=[[1d6+@{strength_mod}[STR]+@{global_damage_mod_roll}]]}} {{crit1=[[1d6+@{global_damage_mod_roll}]]}}|
Two-Handed, {{dmg1=[[1d8+@{strength_mod}[STR]+@{global_damage_mod_roll}]]}} {{crit1=[[1d8+@{global_damage_mod_roll}]]}}
}|
No,?{How Hard?|
One-Handed, {{dmg1=[[1d6+@{strength_mod}[STR]]]}} {{crit1=[[1d6]]}}|
Two-Handed, {{dmg1=[[1d8+@{strength_mod}[STR]]]}} {{crit1=[[1d8]]}}
}} The broken code I attempted to use was: &{template:atkdmg} {{mod=+[[@{strength_mod}+@{pb}]]}} {{rname=Quarterstaff}} {{?{Roll Type?|Normal,normal|Advantage,advantage|Disadvantage,disadvantage}=1}} {{r1=[[1d20+@{strength_mod}[STR]+@{pb}[PROF]]]}} {{r2=[[1d20+@{strength_mod}[STR]+@{pb}[PROF]]]}} {{attack=1}} {{damage=1}} {{dmg1flag=1}} ?{Modifiers?|Yes,?{How Hard?|One-Handed,{{dmg1=[[1d6+@{strength_mod}[STR]+@{global_damage_mod_roll}]]}}{{crit1=[[1d6+@{global_damage_mod_roll}]]}}|Two-Handed,{{dmg1=[[1d8+@{strength_mod}[STR]+@{global_damage_mod_roll}]]}}{{crit1=[[1d8+@{global_damage_mod_roll}]]}}}|No,?{How Hard?|One-Handed,{{dmg1=[[1d6+@{strength_mod}[STR]]]}}{{crit1=[[1d6]]}}|Two-Handed,{{dmg1=[[1d8+@{strength_mod}[STR]]]}}{{crit1=[[1d8]]}}}}{{dmg1type=Bludgeoning}} {{ammo=ammo}} {{charname=Urku}} A simplified second attempt was using this code which overall works but the outputs look funny if the global damage modifiers aren't used at all since you have 0 values without descriptions where the modifiers would be, and it especially looks weird if you score a critical strike since the crit damage if I hovered over it had a value but it displayed as a 0 due to the bug from the global damage modifier: &{template:atkdmg} {{mod=+[[@{strength_mod}+@{pb}]]}} {{rname=Quarterstaff}} {{?{Roll Type?|Normal,normal|Advantage,advantage|Disadvantage,disadvantage}=1}} {{r1=[[1d20+@{strength_mod}[STR]+@{pb}[PROF]]]}} {{r2=[[1d20+@{strength_mod}[STR]+@{pb}[PROF]]]}} {{attack=1}} {{damage=1}} {{dmg1flag=1}} ?{How Hard?|One-Handed,{{dmg1=[[1d6+@{strength_mod}[STR]+@{global_damage_mod_roll}]]&#125&#125 {{crit1=[[1d6+@{global_damage_mod_roll}]]&#125&#125|Two-Handed,{{dmg1=[[1d8+@{strength_mod}[STR]+@{global_damage_mod_roll}]]&#125&#125{{crit1=[[1d8+@{global_damage_mod_roll}]]&#125&#125}{{dmg1type=Bludgeoning}} {{ammo=ammo}} {{charname=Urku}} Any ideas on how to fix my staff issues? Help would be greatly appreciated!