Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

[Script] PowerCards 3 ~ Now contains logic!™

Yes using 3.2.1. !power {{ --name|Basic Attack --leftsub|Longsword --rightsub|Range Melee --Attack:|[[ [$Atk] 1d20 + 4 [Str Mod] + 3 [Weapon Proficiency] ]] vs AC --Hit:|[[ 1d8 + 4 [Str Mod] ]] slashing damage --?? $Atk.base == 20 ?? Critical Hit:| Add [[1d8]] slashing damage }} I tried that macro also, still fails.
1433245617

Edited 1433245707
Then you have some other script that is interfering or a ghost copy of an older version of power cards hidden from the api page. That macro works in the campaign have open right now that has a fresh copy and paste of ver 3.2.1 from the gist.
Ok I think the bug has something to do with Dev server. Perhaps API changes are happening. If I create a new dev server campaign and load the powercards script I get the same problem. If I copy the campaign to production it works without crashing.
1433254927

Edited 1433255216
I tried you 5e script and got the following in the chat box, not the api
The conditionals are great! They've helped ensured that my girlfriend's Psion in my D&D4E game has all of her at-wills, with augment options, in one macro instead of one per augment. Here is the code I used to compliment it. Thought to share it to show what a more extensive use of the conditionals can be used for. I use the Ammo macro Aaron made to compliment this. I use the 4e char sheet variables to go with this and weapon 3 is the crit overflow die. !power {{ --emote|SIN --name|@{power-4-name} --leftsub|@{power-4-useage} --rightsub|@{power-4-action} --Range:|@{power-4-range} --Target:|One Creature (@{target|token_name}) --Augment:|?{Augment|0} ( [[@{PowerPoints}-?{Augment|0}]] Left ) --Attack:|[[ [$Atk] 1d20 + [[@{power-4-attack}]] + ?{Attack Modifier|0}]] vs @{power-4-def} --?? ?{Augment|0}] == 0 AND $Atk.base <> 20 ?? Damage:|[[1d10+[[@{power-4-damage}]]+?{Damage Modifier|0}]] force damage, and you slide the target 1 square. --?? ?{Augment|0}] == 0 AND $Atk.base == 20 ?? Critical Hit:|[[(@{weapon-3-num-dice}d@{weapon-3-dice})+10+[[@{power-4-damage}]]+?{Damage Modifier|0}]] force damage, and you slide the target 1 square. --?? ?{Augment|0}] == 1 AND @{PowerPoints} > 1 AND $Atk.base <> 20 ?? Damage:|[[1d10+[[@{power-4-damage}]]+?{Damage Modifier|0}]] force damage, and you pull the target [[ [[floor((@{wisdom}-10)/2)]] ]] square(s) towards you, instead of sliding it. --?? ?{Augment|0}] == 1 AND @{PowerPoints} > 1 AND $Atk.base == 20 ?? Critical Hit:|[[(@{weapon-3-num-dice}d@{weapon-3-dice})+10+[[@{power-4-damage}]]+?{Damage Modifier|0}]] force damage, and you pull the target [[ [[floor((@{wisdom}-10)/2)]] ]] square(s) towards you, instead of sliding it. --?? ?{Augment|0}] == 2 AND @{PowerPoints} >= 2 AND $Atk.base <> 20 ?? Damage:|[[2d10+@{power-4-damage}+?{Damage Modifier|0}]] force damage, and you slide the target [[0+[[floor((@{wisdom}-10)/2)]] ]] square(s). --?? ?{Augment|0}] == 2 AND @{PowerPoints} >= 2 AND $Atk.base == 20 ?? Critical Hit:|[[(@{weapon-3-num-dice}d@{weapon-3-dice})+20+@{power-4-damage}+?{Damage Modifier|0}]] force damage, and you slide the target [[0+[[floor((@{wisdom}-10)/2)]] ]] square(s). --?? ?{Augment|0}] == 1 AND @{PowerPoints} < 1 ?? Warning:|Too few Power Points! --?? ?{Augment|0}] == 2 AND @{PowerPoints} < 2 ?? Warning:|Too few Power Points! --txcolor|#@{txcolor} --bgcolor|#@{bgcolor} --charid|@{character_id} }} Also edited the 4E mob importer API code in order for it to be powercard 3 functional. And It all works, apart from the format section, which I fix after. It's quite simple to edit it when you find the right lines. The main part was renaming the left and right sub.parts.
Good afternoon all. This is my first time jumping into the forums, thank you for all your work. This takes the thing to the next level for sure. My questions was, for thematics. Can you have one of the macros/power cards reference sounds or jukebox files? Like if you fired your blaster pistol you'd get the "pew pew" to play? I actually do it manually, because I'm a nerd...but it would be pretty cool. Thanks again.
as far as I know jukebox files aren't accessible.
What about tool bar items? Can you macro/link to have a grenade use the exploding effect from the toolbar when you select a target, for example?
Currently, there is a way to do fx commands, but they only work on the selected token... not the targeted token. You can do /fx fireball but it will only explode around the selected token. It's good for effects like a Warlock's Hellish Rebuke spell in 5e.
Calhanol said: The conditionals are great! They've helped ensured that my girlfriend's Psion in my D&D4E game has all of her at-wills, with augment options, in one macro instead of one per augment. It was situations like that, that prompted me to go ahead and put in the conditionals. It's about as far towards automation as I'm willing to push this script. Glad it's helping out though. :)
Kunguru said: I tried you 5e script and got the following in the chat box, not the api Try wrapping @{target|AC} inside an inline roll: [[ @{target|AC} ]]. You may have to add a +0d0 as well if it throws an error.
Starting a new thread... this one is starting to lag already and it's just been a week!
New Thread: <a href="https://app.roll20.net/forum/post/2029824/powercards-3-thread-2" rel="nofollow">https://app.roll20.net/forum/post/2029824/powercards-3-thread-2</a>