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Post Your Macros Here, pt. 3!

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Edited 1439419998
PT 1: <a href="https://app.roll20.net/forum/post/1747672/post-your-macros-here/#post-2065218" rel="nofollow">https://app.roll20.net/forum/post/1747672/post-your-macros-here/#post-2065218</a> PT 2: <a href="https://app.roll20.net/forum/post/2066624/post-your-macros-here-pt-2" rel="nofollow">https://app.roll20.net/forum/post/2066624/post-your-macros-here-pt-2</a> PT 3:&nbsp; <a href="https://app.roll20.net/forum/post/2159164/post-your-macros-here-pt-3/" rel="nofollow">https://app.roll20.net/forum/post/2159164/post-your-macros-here-pt-3/</a> Hiya everyone! Welcome to the third installment of the Post Your Macros Here thread. ^^ It's an amazing honor to have started something so big and influential, and I hope to continue to do so and inspire more people to use macros in the future. A couple new changes. First, I will be going back to the previous thread and start making a Table of Contents for all the great stuff that people made here. So, when you glance at this page, you'll see links to ALL the past macros, and hopefully be a huge help instead of scrolling through post after post. Second. PLEASE DON'T INSERT IMAGES INTO YOUR POST! POST A LINK INSTEAD! I'm at fault of this myself too, I'm not pointing any fingers. x.x But it'll cut down tons of the spam, and thus, extend the life of these threads. Unless you're uploading something small (or keep it small via a table like Mark G. did, kudos btw), post the link instead. Thanks!
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Edited 1438101781
[Reserved for Table of Contents]
[Reserved for Table of Contents, sorry for the spam. x.x]
Advanced 5E Macros 1.0 This was a HUGE, HUGE project I've been working on the past few weeks for the Forgotten Realms 5E campaign here on Roll20, and I just finished the first version of it literally hours ago. It streamlines many of the skill checks and saving throws together via a single macro, as well as gives the ability for secret GM checks (between the player rolling and the GM) while still announcing it to the party that he/she rolled. Also, I've added ALL the action options for 5th Edition, INCLUDING the ones from the DMG. These all have "brief" descriptions of what happens, and some even have dialogue boxes and targetting for custom content (ex. Ready, Improvise, Mark). You can find all of them at the link below. <a href="http://imgur.com/a/ZMKIe#0" rel="nofollow">http://imgur.com/a/ZMKIe#0</a>
Very cool Benson Y. ! Thank you for all the work!
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Edited 1436305503
@Ed S. No problem Ed! ^^ Just thought it was a good idea and sent it out.
reInit Quickly rerolls your initiative and sets it as the new value for those doing random turn order initiative systems. /me rolls for Initiative! [[1d20&{tracker:=}]] Also remember that &{tracker:+} and &{tracker:-} works too. xP
1436389488
Gen Kitty
Forum Champion
I forget, how does 5e break initiative ties? (I haven't played in months)
1436396791
Alicia
Sheet Author
Benson Y. said: reInit Quickly rerolls your initiative and sets it as the new value for those doing random turn order initiative systems. /me rolls for Initiative! [[1d20&{tracker:=}]] Also remember that &{tracker:+} and &{tracker:-} works too. xP I was trying to find info on what exactly the + - and = do as part of the &{tracker} command... Have any insight?
1436398426
Gen Kitty
Forum Champion
Alicia G., That would be part of Round Calculation . "For example, entering "+1" will increase the value at the start of every turn, while "-1" will decrease the value by 1 at the start of every turn (useful for tracking things like buffs or other temporary conditions)."
1436398569
Alicia
Sheet Author
I always wondered if there was a way to do that... Thanks!
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Edited 1436409502
GenKitty said: I forget, how does 5e break initiative ties? (I haven't played in months) The character sheet adds your modifier as a decimal. Whoever's higher goes first. If it's STILL the same, I'l reroll. xP GenKitty said: Alicia G., That would be part of Round Calculation . "For example, entering "+1" will increase the value at the start of every turn, while "-1" will decrease the value by 1 at the start of every turn (useful for tracking things like buffs or other temporary conditions). Holy chr- o.o WHERE HAVE YOU BEEN IN MY LIFE GENKITTY? D:
GenKitty said: I forget, how does 5e break initiative ties? (I haven't played in months) Per the rules, if players tie... they decide between themselves who goes in what order. If player ties a monster, player generally goes first I believe.
1436412989
Gen Kitty
Forum Champion
Probably hiding hairballs in your shoes and clawing up the underside of your boxsprings. ^-.-^
1436419744
Gen Kitty
Forum Champion
It turns out I was wrong, the behavior in the macro isn't part of the wiki page Yet(tm). We'll get that updated as soon as we can! Here's the REAL behavior: [[ 8 &{tracker} ]] sets the tracker to 8 for the current selected token. [[ 8 &{tracker:=} ]] does the same thing for the current selected token [[ 8 &{tracker:+} ]] would add 8 to the current value for the current selected token [[ 8 &{tracker:-} ]] would subtract 8 from the current value for the current selected token So there you have it!
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Edited 1436455733
OH! That's amazing GenKitty! I could've done so much w/ keeping track of time if I knew that ages ago. x.x GA- YOU'RE THE ONE HIDING THE HAIRBALLS?! &gt;.&gt; And what do ya mean "clawing up the underside of my..." ... Aw crap. x.x
1436460474
vÍnce
Pro
Sheet Author
GenKitty said: It turns out I was wrong, the behavior in the macro isn't part of the wiki page Yet(tm). We'll get that updated as soon as we can! Here's the REAL behavior: [[ 8 &{tracker} ]] sets the tracker to 8 for the current selected token. [[ 8 &{tracker:=} ]] does the same thing for the current selected token [[ 8 &{tracker:+} ]] would add 8 to the current value for the current selected token [[ 8 &{tracker:-} ]] would subtract 8 from the current value for the current selected token So there you have it! Oh yes. Thanks for sharing this. I love the potential.
Is there anyway we can set up a macro to modify the value of a Custom Label? Like, we add "Round", and then set up a macro to subtract/add it whenever I press the button?
1436462738
The Aaron
Roll20 Production Team
API Scripter
Not without the API.
Ok guys, just trying to learn about more advanced macros. I use basic macros in my game, but I'm liking the output on some of the ones I've seen here. I don't use any of the regular 5e character sheets, I've built a sheet all out of handouts that links to different parts of the PHB and has a linkable copy of PHB on their sheets. Is there a way to get the output you guys have on here, i.e. Titles and cool looking output info, in a regular macro that I can use in my games?
Arthur B. said: Ok guys, just trying to learn about more advanced macros. I use basic macros in my game, but I'm liking the output on some of the ones I've seen here. I don't use any of the regular 5e character sheets, I've built a sheet all out of handouts that links to different parts of the PHB and has a linkable copy of PHB on their sheets. Is there a way to get the output you guys have on here, i.e. Titles and cool looking output info, in a regular macro that I can use in my games? You can either create your own character sheet with a custom roll template or use the PowerCards script here: <a href="https://app.roll20.net/forum/post/2165711/script-powercards-3-thread-3" rel="nofollow">https://app.roll20.net/forum/post/2165711/script-powercards-3-thread-3</a>
Arthur B. said: Ok guys, just trying to learn about more advanced macros. I use basic macros in my game, but I'm liking the output on some of the ones I've seen here. I don't use any of the regular 5e character sheets, I've built a sheet all out of handouts that links to different parts of the PHB and has a linkable copy of PHB on their sheets. Is there a way to get the output you guys have on here, i.e. Titles and cool looking output info, in a regular macro that I can use in my games? Even if you don't actually make use of the sheet itself, having a sheet configured for your campaign will make its templates available to you and your players. For example; I'm in a 5e and Pathfinder game and don't have anything filled out on my sheets, but I create my own Attributes and Abilities to take advantage of the formating those sheets enable.
The Aaron said: Not without the API. Ooh, how can I do it with the API? Even better, if I could set up a timer w/ the Turn Tracker that counts down seconds and minutes and etc, that would be awesome. ^^
1436573389
The Aaron
Pro
API Scripter
Benson Y. said: The Aaron said: Not without the API. Ooh, how can I do it with the API? Even better, if I could set up a timer w/ the Turn Tracker that counts down seconds and minutes and etc, that would be awesome. ^^ Probably best to ask that on the API forum, so as not to pollute this thread. I'll answer you over there. =D
Hey guys. The first and second of these threads has helped me A LOT. Thank you. So, with your help, I made this macro in a fifth edition game with the '5e shaped' sheet : @{Gullveig|output_option} &{template:5eDefault} {{weapon=1}} {{character_name=@{Gullveig|character_name}}} @{Gullveig|show_character_name} {{title=Glaive}} {{subheader=Melee • 10}} {{attack=[[d20 + 0 + @{Gullveig|PB} + (@{Gullveig|global_melee_attack_bonus})]]}} {{attackadv=[[d20 + 0 + @{Gullveig|PB} + (@{Gullveig|global_melee_attack_bonus})]]}} {{damage=Normal attack [[{1d8ro&lt;2} + @{Gullveig|strength_mod}]] slashing damage, if butt attack [[{1d4ro&lt;2} + @{Gullveig|strength_mod}]] bludgeoning damage.}} {{attackcancrit=1}} {{critdamage=Normal attack add [[{1d8ro&lt;2}]] slashing damage, butt attack add [[{1d4ro&lt;2}]] bludgeoning damage.}} {{rollname=Hunters Mark}} {{roll=If active, add [[d6ro&lt;2]] damage. If a critical, add another [[d6ro&lt;2]] damage.}} It works great. Thing is, I would like to add a weapon image to the macro that is in the chat log output like some of the other macros I have seen in these threads. My copy paste shenanigans have been insufficient to the task of putting the file I want in this macro. Help would be appreciated. Here is the url of the image I have uploaded to imagur that I would like in the macro - <a href="http://i.imgur.com/ru1TSWc.png" rel="nofollow">http://i.imgur.com/ru1TSWc.png</a> Thank you guys again for your help.
Add something like this somewhere in the code and it should pull up the image. {{=[glaive]( <a href="http://i.imgur.com/ru1TSWc.png" rel="nofollow">http://i.imgur.com/ru1TSWc.png</a> ) }} The way you add an image in the chat is to use the [] and () together, like so [name](image url ending in .jpg or .png or .gif) happy gaming
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Edited 1436831034
thanks Ed, you are the man. Edit: so it took me some trial and error to get it to work, I think because my macro does not have a closing tag, and is using some defualt spell template or something, anyway, I snuck it in the sub header like this... @{Gullveig|output_option} &{template:5eDefault} {{weapon=1}} {{character_name=@{Gullveig|character_name}}} @{Gullveig|show_character_name} {{title=Glaive}} {{subheader=Melee • 10 [glaive](<a href="http://i.imgur.com/ru1TSWc.png" rel="nofollow">http://i.imgur.com/ru1TSWc.png</a>) }} {{attack=[[d20 + 0 + @{Gullveig|PB} + (@{Gullveig|global_melee_attack_bonus})]]}} {{attackadv=[[d20 + 0 + @{Gullveig|PB} + (@{Gullveig|global_melee_attack_bonus})]]}} {{damage=Normal attack [[{1d8ro&lt;2} + @{Gullveig|strength_mod}]] slashing damage, if butt attack [[{1d4ro&lt;2} + @{Gullveig|strength_mod}]] bludgeoning damage.}} {{attackcancrit=1}} {{critdamage=Normal attack add [[{1d8ro&lt;2}]] slashing damage, butt attack add [[{1d4ro&lt;2}]] bludgeoning damage.}} {{rollname=Hunters Mark}} {{roll=If active, add [[d6ro&lt;2]] damage. If a critical, add another [[d6ro&lt;2]] damage.}} and it works great now. Looks good too. thank you again.
I'm glad it worked for you! I have started doing that with my magic items to add some specialness to the macro.
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Edited 1437195166
Need a little help with getting the macro in order. I want the order to be weapon, damage, crit, and that's the order I have it in inside the macro, but it keeps coming out like this. Is there anything I can do to fix it? &{template:5eDefault} {{title=@{selected|token_name} vs @{target|token_name} }} {{weapon=1}} {{subheader=Melee Attack}} {{@{selected|weaptype1}=@{selected|weap1} | @{selected|weap1}}} {{damage=@{selected|dmg1} slashing}} {{if crit=@{selected|dmg1}}} @{Pirate_Fighter|classactioncustom1skill} <a href="http://i.imgur.com/hTCn61H.jpg" rel="nofollow">http://i.imgur.com/hTCn61H.jpg</a>
1437199080
Silvyre
Forum Champion
Workaround: &{template:5eDefault} {{title=@{selected|token_name} vs @{target|token_name} }} {{weapon=1}} {{subheader=Melee Attack}} {{@{selected|weaptype1} damage=@{selected|weap1} | @{selected|weap1} @{selected|dmg1} slashing}} {{if crit=@{selected|dmg1}}} @{Pirate_Fighter|classactioncustom1skill}
Silvyre said: Workaround: &{template:5eDefault} {{title=@{selected|token_name} vs @{target|token_name} }} {{weapon=1}} {{subheader=Melee Attack}} {{@{selected|weaptype1} damage=@{selected|weap1} | @{selected|weap1} @{selected|dmg1} slashing}} {{if crit=@{selected|dmg1}}} @{Pirate_Fighter|classactioncustom1skill} Awesome! Thank you! NExt question. Now if I wanted to make two of those attacks in the macro, what to I need to add for it to recognize it as another attack and potentially more, such as a multi-attack? Also, how did you post the code in that box? :)
@Kaelev, what is happening is that the roll template orders the default tags first and {damage=} is a default tag. You can easily get around this by simply adding a space after the word damage like so {damage =...} now it is considered a custom tag and will appear in the order you desire. Another thing I have learned is that you can only use a tag once in a roll template, so if you were to use the same tag a second time it would overwrite the first one on the output. Again using spaces after the name will fix that, plus with the way the role templates work, the spaces will be removed in the output, so it all looks nice neat. Good gaming!
Ed S. said: @Kaelev, what is happening is that the roll template orders the default tags first and {damage=} is a default tag. You can easily get around this by simply adding a space after the word damage like so {damage =...} now it is considered a custom tag and will appear in the order you desire. Another thing I have learned is that you can only use a tag once in a roll template, so if you were to use the same tag a second time it would overwrite the first one on the output. Again using spaces after the name will fix that, plus with the way the role templates work, the spaces will be removed in the output, so it all looks nice neat. Good gaming! so this means that you can have 2 fields that say 'damage' if you put 1 space after one and 2 spaces after the second? Or just one space after both? Or does this mean something different entirely?
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Edited 1437415504
Hey guys. So, the glaive macro I am working on (that looks cool now thanks to your help), is not adding my strength modifier to the attack and I do not know why. Here is the macro as is ... @{Gullveig|output_option} &{template:5eDefault} {{weapon=1}} {{character_name=@{Gullveig|character_name}}} @{Gullveig|show_character_name} {{title=Glaive}} {{subheader=Melee • 10 [glaive]( <a href="http://i.imgur.com/ru1TSWc.png" rel="nofollow">http://i.imgur.com/ru1TSWc.png</a> ) }} {{attack=[[d20 + 0 + @{Gullveig|PB} + (@{Gullveig|global_melee_attack_bonus})]]}} {{attackadv=[[d20 + 0 + @{Gullveig|PB} + (@{Gullveig|global_melee_attack_bonus})]]}} {{damage=Normal attack [[{1d8ro&lt;2} + @{Gullveig|strength_mod}]] slashing damage, if butt attack [[{1d4ro&lt;2} + @{Gullveig|strength_mod}]] bludgeoning damage.}} {{attackcancrit=1}} {{critdamage=Normal attack add [[{1d8ro&lt;2}]] slashing damage, butt attack add [[{1d4ro&lt;2}]] bludgeoning damage.}} {{rollname=Hunters Mark}} {{roll=If active, add [[d6ro&lt;2]] damage. If a critical, add another [[d6ro&lt;2]] damage.}} What have I done wrong? edit: when I type: @{Gullveig|strength_mod} into the chat log, it shows a little yellow square with the correct number (5 in this case) in it like an attack or damage roll, so it seems that little bit of the code is not broken. Why would it not add in the attack roll? Is there something wrong with the syntax? Did me changing my players name break it? It all looks fairly good to me, and it does not work as intended. I can post a screen shot of the tool tip of the roll if that helps in diagnosis. Thanks in advance for your help.
1437415590
Silvyre
Forum Champion
I don't see @{Gullveig|strength_mod} in the value of the attack properties. Neither the global melee attack bonus nor proficiency attributes consider strength.
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Edited 1437416554
so yeah, I am a dumb ass. I was looking at the damage part and saw the @{Gullveig|strength_mod} there and thought that was the attack. Once I saw that, I added the value to attack and attackadvantage parts, and it seems to be working fine. Looks like this now: @{Gullveig|output_option} &{template:5eDefault} {{weapon=1}} {{character_name=@{Gullveig|character_name}}} @{Gullveig|show_character_name} {{title=Glaive}} {{subheader=Melee • 10 [glaive](<a href="http://i.imgur.com/ru1TSWc.png" rel="nofollow">http://i.imgur.com/ru1TSWc.png</a>) }} {{attack=[[d20 + 0 + @{Gullveig|PB} + (@{Gullveig|global_melee_attack_bonus})+ @{Gullveig|strength_mod}]]}} {{attackadv=[[d20 + 0 + @{Gullveig|PB} + (@{Gullveig|global_melee_attack_bonus}) + @{Gullveig|strength_mod}]]}} {{damage=Normal attack [[{1d8ro&lt;2} + @{Gullveig|strength_mod}]] slashing damage, if butt attack [[{1d4ro&lt;2} + @{Gullveig|strength_mod}]] bludgeoning damage.}} {{attackcancrit=1}} {{critdamage=Normal attack add [[{1d8ro&lt;2}]] slashing damage, butt attack add [[{1d4ro&lt;2}]] bludgeoning damage.}} {{rollname=Hunters Mark}} {{roll=If active, add [[d6ro&lt;2]] damage. If a critical, add another [[d6ro&lt;2]] damage.}} thank you very much. I should have spent more time looking at it before posting here.
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Edited 1437417859
Gullveig said: Ed S. said: @Kaelev, what is happening is that the roll template orders the default tags first and {damage=} is a default tag. You can easily get around this by simply adding a space after the word damage like so {damage =...} now it is considered a custom tag and will appear in the order you desire. Another thing I have learned is that you can only use a tag once in a roll template, so if you were to use the same tag a second time it would overwrite the first one on the output. Again using spaces after the name will fix that, plus with the way the role templates work, the spaces will be removed in the output, so it all looks nice neat. Good gaming! so this means that you can have 2 fields that say 'damage' if you put 1 space after one and 2 spaces after the second? Or just one space after both? Or does this mean something different entirely? Your first part was correct, if you do this {{damage_=...}}(1 space) and {{damage__=...}}(2 spaces) it will display both. I have a template that has up to 6 spaces after the word. I made a weapons shop roll template with the price on the left side of the =&gt; So many of them have the same price, I had to make due with more and more spaces, but it works. edit, it kept removing my extra spaces.
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Edited 1437936813
Is there a way to setup a macro to roll from a loot table using &{template:5eDefault} format even if it means I have to set up a Loot Macros sheet?
That seems like a lot of work.&nbsp; I prefer using the donjon website (<a href="http://donjon.bin.sh/5e/random/#treasure" rel="nofollow">http://donjon.bin.sh/5e/random/#treasure</a> ) and copy/paste into chat or into a handout.
Garrett V. said: That seems like a lot of work.&nbsp; I prefer using the donjon website ( <a href="http://donjon.bin.sh/5e/random/#treasure" rel="nofollow">http://donjon.bin.sh/5e/random/#treasure</a> ) and copy/paste into chat or into a handout. I'm thinking on smaller scale based on the encounter.&nbsp; My game is taking players all over Forgotten realms, mainly along the Sword Coast on a pirate ship, so there will be a lot of reoccuring items.
MAJOR MACRO UPDATE: For those of you who don't know, drop-down menus have now been added to Roll20!&nbsp; <a href="https://app.roll20.net/forum/post/2235040/macro-he" rel="nofollow">https://app.roll20.net/forum/post/2235040/macro-he</a>... Many of you may not be as excited as me, but this is mindblowing! We can do so much more now with macros with this super cool added feature! I'm already in the process of making drop-down skill, save, spell, and weapon macros. The syntax is below w/ an example. Can't wait to see what you guys can come up with! ?{Pick an option|A, A=A|B, B=B|C, C=C}
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Edited 1438062792
Diana P
Pro
Sheet Author
Here's a multi-save macro for D&D 3.5 using the new roll query drop downs. &{template:DnD35StdRoll}{{name=@{selected|character_name} }} {{saveflag=true}} ?{Which resistance?|Fortitude ,{{subtags=braces against the attack& #125 ;& #125 ; {{check=Fortitude check:& #125 ;& #125 ; {{checkroll= [[1d20 + [[@{selected|fortitude}]] ]]& #125 ;& #125 ; {{notes=Immune to all poisons& #125 ;& #125 ;|Reflex ,{{subtags=tries to dodge& #125 ;& #125 ; {{check=Reflex check:& #125 ;& #125 ; {{checkroll= [[1d20 + [[@{selected|reflex}]] ]]& #125 ;& #125 ;|Will ,{{subtags=tries to resist& #125 ;& #125 ; {{check=Will check:& #125 ;& #125 ; {{checkroll= [[1d20 + [[@{selected|will}]] ]]& #125 ;& #125 ; {{notes=+4 vs fey spell-like abilities; +2 vs enchantment spells/effects; immune to sleep effects& #125 ;& #125; } note that the internal closing braces ( } ) are replaced with & #125 ; (remove the spaces) to get it to work.&nbsp; (Note: Will have to remove the spaces in the html entities in the macro to get it to work right.) Due to the html entities for the closing braces, this cannot be saved as a general macro and must be saved as an Ability (Attributes and Abilities tab) on a character. If you don't need/want to change out more than one portion of a roll template (I changed the subheaders as well as notes in the 3.5 macro), it becomes much easier. This one is for Rolemaster Standard System and includes the full set of possible resistance rolls: &{template:RMSSStdRoll}} {{name=@{selected|character_name} tries to resist.}} {{saveflag=true}} {{check= }} {{checkroll=?{Which resistance?|Channeling ,**Channeling** RR: [[1d100 + [[@{selected|chansave}]] ]]|Essence ,**Essence** RR: [[1d100 + [[@{selected|esssave}]] ]]|Mentalism ,**Mentalism** RR: [[1d100 + [[@{selected|mentsave}]] ]]|Chan/Ess ,**Chan/Ess** RR: [[1d100 + [[@{selected|chanesssave}]] ]]|Chan/Ment ,**Chan/Ment** RR: [[1d100 + [[@{selected|chanmentsave}]] ]]|Ess/Ment ,**Ess/Ment** RR: [[1d100 + [[@{selected|essmentsave}]] ]]|Arcane ,**Arcane** RR: [[1d100 + [[@{selected|arcanesave}]] ]]|Poison ,**Poison** RR: [[1d100 + [[@{selected|poisonsave}]] ]]|Disease ,**Disease** RR: [[1d100 + [[@{selected|diseasesave}]] ]]|Fear ,**Fear** RR: [[1d100 + [[@{selected|fearsave}]] ]]|Will ,**Will** RR: [[1d100 + [[@{selected|willsave}]] ]]} }} Since it's all internal to a single portion of the roll template, it doesn't need to have the html entities to work correctly. :)
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Edited 1438065005
Here's a drop-down menu for all of the abilities in 5E. ^^ I'll be doing weapons, saving throws, and spells in the near future. xP <a href="http://imgur.com/a/Lplm6#0" rel="nofollow">http://imgur.com/a/Lplm6#0</a>
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Edited 1438100458
Re:&nbsp; drop-down menus...&nbsp;&nbsp; a word of caution:&nbsp; ( tl:dr - talking about style, not function) In very general style terms;&nbsp; I would suggest trying not to over-use a particular tool or method to the point of it losing its practicality.&nbsp; Yes, you can make a single macro button for any/all skill checks... but you have to ask whether or not that's an improvement to using the sheet or smaller individual macros. (sorry Benson ☺)&nbsp; Using Benson's example, we have a single macro button with 21+ options that requires you to scroll down to select lower ones.&nbsp; This might be better served as two separate macros;&nbsp; one for Saves (str, dex, etc) and another for Skills, to reduce the need to scroll down and present the end-user a more concise list of options. Similarly, in terms of skillchecks in general;&nbsp; it's often more useful to combine several similarly-themed skillchecks together.&nbsp; ex:&nbsp; Putting all Knowledge checks(arcana, nature, etc) into one macro,&nbsp; all physical checks (athletics, acrobatics, etc), etc into their own macros as a group is often a useful method.&nbsp; Similarly, combining all saves into a single macro brings the functionality of "if I have to save, just hit this" to the fore.
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Edited 1438101727
Totally legit concerns Mark, thanks for bringing these up! ^^ I can help ya clarify a bit: 1. They're all skill checks, not saving throws. xP The first few ones are just basic STR, DEX, etc. checks without prof. bonus. 2. Yup yup, I finished up the saves last night and will be doing the others very shortly. ^^ As for avoiding scrolling down, I'll probably take out the basic attribute checks, that should solve it like a charm. xP 3. For similarly-themed checks, in this same thread actually:&nbsp; <a href="https://app.roll20.net/forum/post/2159164/post-your-macros-here-pt-3/?pageforid=2159182#post-2159182" rel="nofollow">https://app.roll20.net/forum/post/2159164/post-your-macros-here-pt-3/?pageforid=2159182#post-2159182</a> An all-saves button is also super useful, I had one previously before the new drop-down menus came along.&nbsp;
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How To Run Macros With Buttons WHAT. THE FRICK. o.o I JUST realized how to do macros with buttons. o.o HOW LONG HAS ALL THIS COOL STUFF BEEN AROUND WITH ME HAVING NO CLUE HOW TO USE IT?! ;-; <a href="http://i.imgur.com/NwAnGsr.png?1" rel="nofollow">http://i.imgur.com/NwAnGsr.png?1</a> <a href="https://wiki.roll20.net/API:Chat" rel="nofollow">https://wiki.roll20.net/API:Chat</a>
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Advanced 5E Macros 2.0 This edition utilizes the new drop-down menus and buttons I discovered yesterday, as well as some super useful DM tools to run ANY monster you improv or thow at your players. <a href="http://imgur.com/a/fnSpI#0" rel="nofollow">http://imgur.com/a/fnSpI#0</a>
Looks good!
I didn't know we could use those buttons without the API. This is pretty cool.
Diana P said: Here's a multi-save macro for D&D 3.5 using the new roll query drop downs. &{template:DnD35StdRoll}{{name=@{selected|character_name} }} {{saveflag=true}} ?{Which resistance?|Fortitude ,{{subtags=braces against the attack& #125 ;& #125 ; {{check=Fortitude check:& #125 ;& #125 ; {{checkroll= [[1d20 + [[@{selected|fortitude}]] ]]& #125 ;& #125 ; {{notes=Immune to all poisons& #125 ;& #125 ;|Reflex ,{{subtags=tries to dodge& #125 ;& #125 ; {{check=Reflex check:& #125 ;& #125 ; {{checkroll= [[1d20 + [[@{selected|reflex}]] ]]& #125 ;& #125 ;|Will ,{{subtags=tries to resist& #125 ;& #125 ; {{check=Will check:& #125 ;& #125 ; {{checkroll= [[1d20 + [[@{selected|will}]] ]]& #125 ;& #125 ; {{notes=+4 vs fey spell-like abilities; +2 vs enchantment spells/effects; immune to sleep effects& #125 ;& #125; } Brilliant work! Putting conditional saving throw information in the notes is also a good idea. Would there be any chance of "genericizing" this macro by including a textarea field like "savingthrownotes" to the D&D 3.5 sheet? Then the notes would be like: {{notes=@{selected|savingthrownotes }& #125 ;& #125 ; Maybe it's just the way I run things, but I like having macros on the macro bar that I can use for any character or monster token on the board instead of customizing each token's macros.