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Is it possible to actively rig Rollable tables? (No API)

So I have a monster who frequently switches up what kind of damage it deals with all of its attacks. For this I have created a rollable table where all but one entry has a weight of 0. Whenever the boss moves onto a new phase, I turn the current entry to 0 weight and the new damage type to a weight of 1. Is there a way to do this without entering the rollable table, perhaps through a macro? If not, what would you recommend as an alternative solution to this problem? This applies to every attack it makes (including spells or legendary actions) so it would be quite troublesome to make 6 different macros for each ability.
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Edited 1739408002
You cannot change or update anything through macros without a Mod (API) script.  Without a Mod script, chat messages are 'read only'. What game are you playing and what character sheet are you using? That will affect the answers you get. If you are playing D&D 5th Edition using the 'D&D 5E 2014 by Roll20' character sheet for example, you could create a simple query and insert it into the boss' attacks to replace the damage type: ?{Damage Type?|Acid|Fire|Cold|Radiant|Necrotic} You could also change the macro so that you just have to type the number of the phase: ?{Damage Type?|1,Acid|2,Fire|3,Cold|4,Radiant|5,Necrotic} Or a more complicated approach would be to create a few custom attributes, and use them to control which damage type is being used, which would also require you to use the " Prefix Trick to Variably Call Attributes ": At @ Phase 1 Phase1 Acid Phase2 Fire Phase3 Cold ... etc. Then you would put this in the damage type of your macro or character sheet: @{selected|At}{selected|Phase@{selected|Phase}} Then you could adjust one of the token bars to be linked to the 'Phase' attribute on the character, and simply increment that number when a new phase starts to change the damage output type.
Jarren said: You cannot change or update anything through macros without a Mod (API) script.  Without a Mod script, chat messages are 'read only'. What game are you playing and what character sheet are you using? That will affect the answers you get. If you are playing D&D 5th Edition using the 'D&D 5E 2014 by Roll20' character sheet for example, you could create a simple query and insert it into the boss' attacks to replace the damage type: ?{Damage Type?|Acid|Fire|Cold|Radiant|Necrotic} You could also change the macro so that you just have to type the number of the phase: ?{Damage Type?|1,Acid|2,Fire|3,Cold|4,Radiant|5,Necrotic} Or a more complicated approach would be to create a few custom attributes, and use them to control which damage type is being used, which would also require you to use the " Prefix Trick to Variably Call Attributes ": At @ Phase 1 Phase1 Acid Phase2 Fire Phase3 Cold ... etc. Then you would put this in the damage type of your macro or character sheet: @{selected|At}{selected|Phase@{selected|Phase}} Then you could adjust one of the token bars to be linked to the 'Phase' attribute on the character, and simply increment that number when a new phase starts to change the damage output type. Oooh I love the query one with numbers! Tysm!
There is one exception to macros not being able to change or update anything, and that exception can be applied here - that exception is the turn tracker. Following Jarren's method elsewise, you could create a token, named "Phase" (no quotes), link it to a character sheet with a token ability to change the phase, such as ![[{@{tracker|Phase}+1,6}kl1&{tracker}]] This'll increase the phase counter by 1 every time it's used, without sending anything in the chat (which is entirely optional, you could also set it up to send a message for phase change to chat if you'd like), up to 6 (It'll also give you an error that &{noerror} does not cover if you don't have the token in the tracker already, but it'll still work to place the token in the order and work just fine from there on). Then, replace the damage type call Jarren suggested with  @{selected|At}{selected|Phase@{tracker|Phase}} The end effect is the same, but you won't need to reach for your keyboard to change the count, and you can spare the token bars for other stuff you might want to use them for.
Tuo said: There is one exception to macros not being able to change or update anything, and that exception can be applied here - that exception is the turn tracker. Following Jarren's method elsewise, you could create a token, named "Phase" (no quotes), link it to a character sheet with a token ability to change the phase, such as ![[{@{tracker|Phase}+1,6}kl1&{tracker}]] This'll increase the phase counter by 1 every time it's used, without sending anything in the chat (which is entirely optional, you could also set it up to send a message for phase change to chat if you'd like), up to 6 (It'll also give you an error that &{noerror} does not cover if you don't have the token in the tracker already, but it'll still work to place the token in the order and work just fine from there on). Then, replace the damage type call Jarren suggested with  @{selected|At}{selected|Phase@{tracker|Phase}} The end effect is the same, but you won't need to reach for your keyboard to change the count, and you can spare the token bars for other stuff you might want to use them for. Oooh this might be good for a linear boss! Unfortunately, this boss changes what phase it is in as the players damage it. For example, if the largest source of damage it received was psychic, it would change phase to become resistant to psychic. Adapting to the psychic damage and switching to phase 5. I'll keep this in mind though!! 
Cup of said: Tuo said: There is one exception to macros not being able to change or update anything, and that exception can be applied here - that exception is the turn tracker. Following Jarren's method elsewise, you could create a token, named "Phase" (no quotes), link it to a character sheet with a token ability to change the phase, such as ![[{@{tracker|Phase}+1,6}kl1&{tracker}]] This'll increase the phase counter by 1 every time it's used, without sending anything in the chat (which is entirely optional, you could also set it up to send a message for phase change to chat if you'd like), up to 6 (It'll also give you an error that &{noerror} does not cover if you don't have the token in the tracker already, but it'll still work to place the token in the order and work just fine from there on). Then, replace the damage type call Jarren suggested with  @{selected|At}{selected|Phase@{tracker|Phase}} The end effect is the same, but you won't need to reach for your keyboard to change the count, and you can spare the token bars for other stuff you might want to use them for. Oooh this might be good for a linear boss! Unfortunately, this boss changes what phase it is in as the players damage it. For example, if the largest source of damage it received was psychic, it would change phase to become resistant to psychic. Adapting to the psychic damage and switching to phase 5. I'll keep this in mind though!!  That's an easy adaptation to make - just change the input to a query, like this (prefaced with numbers so that you can quick key to the desired one): ![[?{Damage source|1-Acid,1|2-Fire,2|3-Cold,3|4-Radiant,4|5-Necrotic,5}&{tracker}]] The cumbersome part, of course, is keeping the Phase token around for selection (as all this macro does is set the value in the tracker for the selected token) - I actually wrote a suggestion that would expand the function of the &{tracker} command that would get around that requirement.