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[Help] SmartAoE refuses to recognise * as a multiplier, any ideas?

Below is a macro for a simple fireball smartaoe. This works perfectly fine, as is. The issue arises when you change the damage formula from [[13d6]] to [[2*13d6]], or any other sort of multiplication. The damage output now becomes 2 and everything after the * is completely ignored. My group has had a break from playing for almost a year now and we're getting back into it, but I don't remember ever having issues with *'s in smartaoe beforehand. Has something changed? !smartaoe {{   --title|Fireball   --leftsub|Name   --rightsub|Save DC   --titlecardbackground|linear-gradient(#2B2130,#2B2130)   --titlefontface|Arial Black   --titlefontsize|1.4em   --tablebgcolor|black   --tableshadow|0px   --hideNames|1   --evenrowbackground|black   --oddrowbackground|#1e1e1e   --evenrowfontcolor|white   --oddrowfontcolor|white   --subtitlefontcolor|white   --aoeColor|#ff999950   --isDrawing|0   --tableborderradius|20px   --aoeType|circle, float   --radius|10ft   --forceIntersection|1   --minGridArea|0.5   --minTokArea|0.25   --fx|burn-fire   --dc|17   --saveFormula|5eDEX   --damageFormula1|[[13d6]]   --damageType1|Fire   --instant|1   --ignore|SmartAoE_Ignore,1   --autoApply|1   --bar|1   --zeroHPmarker|dead }}
1717399532

Edited 1717399599
vÍnce
Pro
Sheet Author
This seems to work, but you won't be able to see the details of the roll (embedded inline rolls just show the total) --damageFormula1| [[ [[ (13d6)*2 ]] ]]
Okay, thanks! That seems to work. Still a bit strange that it doesn't work normally though lol
1717495932
David M.
Pro
API Scripter
I don't have an answer for this right now, but know where to look.  I switched over to using the libInlines script to handle inline rolls quite a while ago. To allow damage rolls to be "re-rolled" for persistent effects, I'm grabbing the roll expression from libInlines rather than just reading the pre-parsed roll result into my script (which would result in the same damage every time the effect was triggered). I'll have to take a look at how that is being implemented. Thanks for the heads-up.
Oh, interesting! Well I'm glad I could help. Hopefully you find the problem, good luck xD