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WFRP Standard Tests - Creating macros.

Hm. Noted, easy enough to adjust. Still need to know if that's how the character sheet is setup.
There exists no Roll20 Character Sheet for WFRP1e.
I did question quite early in this thread whether much could be achieved without a character sheet, and whether I needed to subscribe so that I could create one.  But in fact I've been surprised at how much can be achieved with just the standard character handout and macro scripts. At the moment I am importing character information into the Bio section from a third party character generator called WFRP Foundry.  The output looks like this, but none of the information on it can be referenced by a macro. To get earlier macro's to work I was then copying some of the profile information into the Attribute list on the Attribute and Abilities tab.  At the moment it is set-up as shown below. The main character profile WS thru Fel records the characters current profile for use in test macros. The Skills1 thru Skills9 were used by one of Silvyre's earleir macros to determine where a character possessed a a particular skill and what bonus it provided if it existed.  But in fact those modifiers are fixed depending upon what test is being rolled so as I understand it the value itself doesn't need to be stored. So, for example Charm always gives a +10 bonus to Gossip Tests. Just wondering if the Abilities list is of any use to macros? 
Didz said: The Skills1 thru Skills9 were used by one of Silvyre's earleir macros to determine where a character possessed a a particular skill and what bonus it provided if it existed.  But in fact those modifiers are fixed depending upon what test is being rolled so as I understand it the value itself doesn't need to be stored. Yeah. The current approach involves zero attributes and one macro to encompass all tests.
Silvyre said: Didz said: The Skills1 thru Skills9 were used by one of Silvyre's earleir macros to determine where a character possessed a a particular skill and what bonus it provided if it existed.  But in fact those modifiers are fixed depending upon what test is being rolled so as I understand it the value itself doesn't need to be stored. Yeah. The current approach involves zero attributes and one macro to encompass all tests. That will presumably mean that I will have less effort to expend keeping the character sheets up to date with new skills and the like.
The only effort it should require involves creating and maintaining an accessible list of skills possessed by each player.
Silvyre said: The only effort it should require involves creating and maintaining an accessible list of skills possessed by each player. Which is something that would have to be done anyway, so thats brilliant.
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BTW: I've been watching this WFRPv2 campaign on youtube which is using Roll20 as a gaming system.&nbsp; <a href="https://www.youtube.com/watch?v=-UvzIFi29PE" rel="nofollow">https://www.youtube.com/watch?v=-UvzIFi29PE</a> And basically I've concluded that once the Standard Tests are out of the way I'm definately going to need to create a similar macro or set of macro's for combat resolution. &nbsp;The process of resolving combats manually is far to slow. Just something that resolves damage and critical hits would save a lot of time.
Didz, if you want to list out some example rolls and how crits are handled, etc, I'm sure a bunch of folks would jump on making some example macros to resolve them.
Mark G. said: Didz, if you want to list out some example rolls and how crits are handled, etc, I'm sure a bunch of folks would jump on making some example macros to resolve them. Yes I know. &nbsp;I'm already getting a lot of help producing macros for the Standard Tests. &nbsp;But I don't want to become too demanding and I'm hoping once I've seen how some of the standard tests are resolved I'll be able to do some of the work myself.
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I've completed the first version of the new macro. It currently encompasses 35 standard tests (does not contain Employment or Gambling tests). Required setup: 5 Rollable Tables and 10 Attributes (Cl, Dex, Fel, I, Int, Ld, M, S, T and WP). Table Name Table Item (Sample Text) Significance -2 fumbled... Failed by a margin of at least 60. -1 botched. Failed by a margin of 30 to 59. 0 failed. Failed by a margin of 1 to 29. 1 successful. Passed by a margin of 0 to 29. 2 a perfect success! Passed by a margin of at least 30.
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Silvyre said: I've completed the first version of the new macro. It currently encompasses 35 standard tests (does not contain Employment or Gambling tests). Required setup: 5 Rollable Tables and 10 Attributes (Cl, Dex, Fel, I, Int, Ld, M, S, T and WP). Table Name Table Item (Sample Text) Significance -2 fumbled... Failed by a margin of at least 60. -1 botched. Failed by a margin of 30 to 59. 0 failed. Failed by a margin of 1 to 29. 1 successful. Passed by a margin of 0 to 29. 2 a perfect success! Passed by a margin of at least 30. Thanks Silvyre, I think those prerequisites are already in place. &nbsp;There are actually 14 profile attributes in the standard WFRPv1 character profile but I think only 10 of them get used by the Standard Tests. &nbsp; The additional ones are: WS Weapon Skill (used to determine melee hits in combat) BS Ballistic Skill (used to determine missile hits in combat) W Wounds (basically the WFRP version of HP). &nbsp;The only time W is mentioned at all in the Standard Tests is when a Fall, Jumping or Leap test is failed and the character takes damage. A Attacks (used to determine how many times a character can attack in the same combat round) &nbsp;For some reason I current have more rollable tables than you need set up, and I'm not sure why. I currently have: Table Name Table Item (Sample Text) Significance -3 fumbled -2 fumbled... Failed by a margin of at least 60. -1 botched. Failed by a margin of 30 to 59. 0 failed. Failed by a margin of 1 to 29. 1 successful. Passed by a margin of 0 to 29. 2 a perfect success! Passed by a margin of at least 30. 3 a perfect success 4 a perfect success I'm not completely sure why I've got eight tables instead of 5 unless they proliferate themselves, but the -3, 3 and 4 seem to be duplicates. &nbsp;I'm assuming they won't interfere as they won't get referenced, but shall I delete them just in case? Anyway I'll copy this macro into my game and give it a go. &nbsp;It certainly looks impressive.
The previous renditions of the macro required 6-8 tables to account for edge cases due to the nature of the calculations. The newest macro wraps the calculations in keep functions to eliminate this necessity. As such, only Rollable Tables -2 to 2 are used; feel free to delete the others, if you wish.
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Silvyre said: I've completed the first version of the new macro. Ok! well I've tried the macro out this afternoon but something doesn't seem right. It initially asked me to input a value for Test, which I assumed would be a drop down of all the possible standard tests. &nbsp;But actually all I get is three options 'Animosity'; 'None'; or 'Customize' Regardless of which option I choose it then asks me a series of questions, most of which are not related to the test selected, although the order does vary dependant upon which I chose. e.g. If I select 'Animosity', it then asks me to enter the following: - Modifier (Bargain, Charm, Seduction, None, Customize) - Sailing/Boating Skill (Yes/No?) - Distance fallen in yards? - Acrobatics Skill (Yes/No?) - Input Targets!characteristic? &nbsp;(10+) - Appropriate stealth skills (Yes/No?) - Leap (Running or Standing?) - Noise (Normal; Soft; Loud?) - Targets stealth skills (Yes/No?) - Lock Rating? (10+) - Modifiers was [[1t[[{[[{[[floor(?{Test: So, something clearly isn't right, but I'm not sure if its something I've done in copying the macro into the game or not. +++++ Ok! As you were! I think it must have been something I'd done as I had originally downloaded it and then copied it into Roll20 and that seemed to corrupt it somehow. I've just literally copied it direct from your post into the macro box and it seems to be working now. &nbsp;Or at least it's now giving me a long list of different tests to choose from.
The easiest way to ensure that you have a gist copied in full is to open its Raw , select all, and then copy. You may have missed this vital piece of information in the gist's description, so I'll restate it here: This macro contains HTML entities and therefore must be saved as an Ability.
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Silvyre said: I've completed the first version of the new macro. It currently encompasses 35 standard tests (does not contain Employment or Gambling tests). I've been right down the list and tested every test, and everything is working perfectly as far as I can tell. All the skill modifiers are appearing against the right tests, and the results appear to be plausible although it doesn't actually show the d100 dice roll so one has to take it on faith that some results were either a really lucky or unlucky roll. &nbsp; I don't think there was a way to show the dice roll when using the Degree of Success table was there? It looks like we might need to talk about Falling, Jumping and Leaping as I get the impression you weren't too sure about the outcomes. e.g. 'Sylvyre thinks this was botched etc.' Basically I would say: Falling is a success if you are uninjured, and Failed, Botched or Fumbled depends upon how much you are hurt. &nbsp;However, I'm not sure how that fits in with the general structure of the macro. Jumping is pretty much the same as falling except that you meant to do it. Leaping: &nbsp;I like the way you just come up with the distance covered. &nbsp;But obviously without knowing what distance the character was trying to leap it's hard to decide whether the result was a success or not. &nbsp; Trying to jump a 2 yard gap between rooftops and only managing to leap 1 yard is a failure, covering 2 yards or more is a success. &nbsp;I suppose the difference between a simple Failure and a Botched or Fumbled failure could be interpreted as: a) Failure - You almost make it and manage to get your finger tips over the ledge, but hit the wall hard knocking the wind out of yourself in the process. (Take a strength test to pull yourself up) b) Botched - You fail to make the jump and fall to the floor below (Take a Fall Test) c) Fumbled - You completely misjudge the distance leaping straight into the opposite wall and then fall to the floor below suffering both injury from slamming into the wall and from the fall (Take a Fall Test)
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Didz said: It looks like we might need to talk about Falling, Jumping and Leaping as I get the impression you weren't too sure about the outcomes. e.g. 'Sylvyre thinks this was botched etc.' Those lines of text are Easter eggs that I placed in due to the fact that the calculations used for all of the other tests are obviously not going to work for Fall, Jump and Leap (all are "tested against" the calculated value of their special test, which is usually an extremely low number). The intent is to ignore the faulty calculations and just use the inline rolls. If you have a suggestion as to what should be added to&nbsp;Fall, Jump or Leap to provide a suitable number to test against, I'm all ears. Didz said: it doesn't actually show the d100 dice roll so one has to take it on faith that a given result was either a really lucky or unlucky roll. Enabling 3D dice will display what's rolled.
Silvyre said: Didz said: it doesn't actually show the d100 dice roll so one has to take it on faith that a given result was either a really lucky or unlucky roll. Enabling 3D dice will display what's rolled. I tried that, and it would have worked except that for some reason the default D100 rolls are represented by two identical green D10's. &nbsp;So, in fact you still can't be sure what the number rolled was. &nbsp;e.g. a 6 and an 8 might be 68 or 86. &nbsp;Usually a D100 roll is either one D10 marked 00,10,20,30,40 etc and a D10 marked 0,1,2,3,4 etc. or at least two die of different colours. As far as the Easter Egg's are concerned in the Fall, Jump and Leap tests. &nbsp;Will the tests work without them, or do they have to be present to retain the structural integrity of the code? I'm thinking that unless they serve some useful purpose I might just remove them.&nbsp;
Their purpose was to serve as placeholder text to prevent those tests from looking like this . I've reworked the macro such that Fall, Jump and Leap tests no longer possess this appendage.
Complete support for d100/d% 3D dice will hopefully be coming soon. Until then, it should be not that difficult to infer which d10 represents values of 00 to 90 and which represents values of 1 to 10 using the information provided by the macro.
Silvyre said: Their purpose was to serve as placeholder text to prevent those tests from looking like this . I've reworked the macro such that Fall, Jump and Leap tests no longer possess this appendage. That's much neater, thanks. I must admit I'm really impressed with this macro. &nbsp;Having all of these tests available on one macro button is really great. I'm currently going through and fleshing out all the NPC characters in the game with images and backstories, but I also need to think about the combat macro's I need at some point. &nbsp;I've been watching a few YouTube video's of WFRPv1 combat encounters and they seem really long winded in terms of determining hits and then damage and then resolving criticals etc. &nbsp;So, something that speeds that process up would be useful. I'll post the requirements as a seperate thread if your interested in helping again, but if not then don't worry. &nbsp;I'm just really grateful for all the help I've had from you so far.
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It was my pleasure. I used this as an exercise to hone my abilities with regex . Edit: Boat Handling fixed. Please PM me if you discover any other broken tests.
Silvyre said: It was my pleasure. I used this as an exercise to hone my abilities with regex . Edit: Boat Handling fixed. Please PM me if you discover any other broken tests. Was Boat Handling broken? I thought I'd been through all the tests and they were working fine.
It worked in v2.0; the changes made for v2.1 didn't bode well for Boat Handling.
Silvyre said: It worked in v2.0; the changes made for v2.1 didn't bode well for Boat Handling. So, should I have had another copy of the macro, or was this edit included in the one you posted on the 10th Sept?
You should update to the latest version.
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Thanks, done that, re-tested and everything still works. &nbsp;The boat-handling test is working as expected.