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Using Vampire Health in a Macro

I'm using this basic vampire sheet: Vampire: The Masquerade Character Sheet For use in the classic World of Darkness, 2nd edition revised. That's the original black and white one, however I think all of the vampire the masquerade sheets have the same problem.  My question is, how can I use a single "health" attribute in my macros? I want the negatives for being injured to calculate into rolls. The vampire sheets have 7 levels of health and each of those can have 4 values.  Is it even possible to do this without API access?  Thanks
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Edited 1746579118
Gauss
Forum Champion
A numeric solution might work: 7x4 = 28.  A value of 1-28 can be used for calculations.  I would need to know more though. What each level of health with each of the 4 values mean. 
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timmaugh
Forum Champion
API Scripter
I would have to spin up a V:tM game to know for sure, but I can say that on my World of Darkness Hunter: The Vigil sheet (which has the same mechanism), you can get the value of an individual box like: @{healthbox_1} So you can do *that* from the character sheet, or you can do: @{selected|healthbox_1} ...for selected toknes, or you can do... @{J. Edgar Jessup|healthbox_1} ...to reference the character by name (here, "J. Edgar Jessup"). My sheet also has 7 showing, so you'd be working with healthbox_1 through healthbox_7, but if you inspect any of them in your browser you might find that the sheet is built to handle more than just the 7 that might be showing. My H:tV  sheet is built to handle up to 16... so you might get mileage out of future-proofing your macro in case your Health bar increases. It's been a minute since I played V:tM,  so I can't remember if the Health Bar can increase, or what happens to the mods if the bar *does* increase... but that gets into a murky area for trying to do this without mods. Let's say the bar looks like: [ ][ ][ ][ ][ ][ ][ ]  0 −1 −1 −2 −2 −5  — ...with every box marked/valued at one of 4 states: [ ] = 0 [\] = 1 [X] = 2 [*] = 3 That means, if you're only looking at totaling the boxes, that you could incur a -2 penalty for everything from a total of 4: [\][\][\][\][ ][ ][ ]  0 −1 −1 −2 −2 −5  — ...to a total of 15: [*][*][*][*][*][ ][ ]  0 −1 −1 −2 −2 −5  — So it might make more sense to use template tricks to do a conditional check of each box, and take the max of whatever penalty is there. For that, I'm going to defer to someone like RainbowEncoder who is much better at that sort of wizardry. Let me see if I can summon them...
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timmaugh
Forum Champion
API Scripter
What edition of VtM are you playing? (Some have different modifier structures...) And, in case we're not familiar with that system, can you share the associated mods you'd be looking to report in your macro? (For instance, in my example from the previous post, it was -5 for the penultimate box, then -2, etc.)
So after having a look at Tim's primer and the Vampire: The Masquerade Character Sheet selecting the modifier associated with the highest health box that has any damage can be done. It's a little bit of a faff since it requires using the prefix trick . As such the following attributes have to be created on the character. prefix @{ health/ 0 health/Bashing 1 health/Leathal 2 health/Aggravated 3 health_penalty -([[{+0*{ {@{prefix}@{character_name}|health/@{Bruised}},1}kl1} +1*{ {@{prefix}@{character_name}|health/@{Hurt}},1}kl1} +1*{ {@{prefix}@{character_name}|health/@{Injured}},1}kl1} +2*{ {@{prefix}@{character_name}|health/@{Wounded}},1}kl1} +2*{ {@{prefix}@{character_name}|health/@{Mauled}},1}kl1} +5*{ {@{prefix}@{character_name}|health/@{Crippled}},1}kl1} +0*{ {@{prefix}@{character_name}|health/@{Incapacitated}},1}kl1} }dl6]]) @{health_penalty} will return the penalty (including leading minus) for the highest health box which has ANY damage. Also it returns 0 if incapacitated since that doesn't list any penalty and I don't know what value it would need. Also note trailing slash on "health/"
Thanks everyone who replied. RainbowEncoder, your solution is what I went with. Thank you agian for the help.