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Playing with Macros and I was wondering...

Would one of the GMs make another journal entry for me? I took the generic character and added some stuff. Would like to share my macro work but don't want to scrap my presently working character functions, heh. In my own Roll20 campaign, the macros and math are good. I'm a free user though so my best port is just copy/paste. Since I made a generic and not a copy of my character, though, maybe others would like it too? Everything fits the existing template--I used it as the baseline and didn't remove anything. I did the easy part of saving some math work. Also made all the things scale by level on their own. Manual entry is cool and all but I just hit level 6 with one of my characters and decided to do it this way instead lol.
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I'd definitely like to take a look at the template you've created :)
It's posted :) just need a token to test it out. Where there is a 0 value in attributes, that's where input goes. Probably the most complicated section in attributes has to do with weapons: Weapon Hit's first column is the character's innate bonuses, like feats and proficiency, while the second column is the weapon's enhancement bonus.  Weapon Damage's first column is the weapon's damage, expressed as 1d4 or 1d8 or whatever. The second column is its critical hit damage, whether that's just max damage or max damage plus some dice. Looks like 4 or 4+1d6. A few other things... Defenses ask that the user types in their non-level modifiers, like armor and class bonuses and magic. Those go into the second column, for each defense. Then, the first column adds in 10 plus half the character's level. Initiative recycles the fractional initiative from the 3.5 built-in character sheet, so the character by default will have initiative that includes a decimal place. This is to resolve tie-breakers more easily. Macros for attacks take a certain formula. It's not hard if you understand what each @{thing} is. Like @{STR} pulls up the value in the first column of the character's STR attribute, which will turn out to be their Strength modifier so long as you've put their Strength score into column 2 of STR. Some variables requires @{Selected|Thing|Max}. For some reason it won't let me select the maximum value (second column) of any given variable without me explicitly telling it I want -this person's- max value. The "Selected" part of that tells it to use the token I've got clicked, for the uninitiated. There's an example power for how it all works together. The cleric's Lance of Faith is used. And finally....There's an instruction manual on the character's bio :) Just add a token, fill in some zeros, and let fly :D ~LitheOhm
First playtest through a game. They work decently well now, just some odd things happen when copying/pasting. Apparently Roll20 is picky as to the name of something. For example, @{Dex} is distinct from @{Dex } and this raises big problems heh. Sorry for slowing down that last game as much as I did--I did go with just taking my numbers from elsewhere instead of fixing them in-game, but it took me longer than I think it should have. Has anyone used that conditional math statement? The workaround "if x is greater than A, T, otherwise F"? I did have that figuring out the higher of dex or int, and plugging that into initiative, but it seems to break fairly often. Maybe I'm using it wrong?
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Matt
Plus
Li, the best way to get the higher of two values is to use the "keep highest" function. For instance, to get the greater of Dex or Int, you would write: [[{ @{Dex}, @{Int} }kh1]]. Hope this helps. Update: I have added a section to my "Matt's guide to great macros" which explains the kh and dl functions.
I hadn't thought of that! Talk about trying to turn every screw into a nail when one is trying to use a hammer :D thank you Matt. Will get to trying to break testing that when I get into the game next. Ask Gary or anyone who was gaming earlier today, my stuff was breaking often. I think from now on I might just default to moving Sydney into the new/untested macros area instead of his quiet space between the buildings heh.
I looked at your macros and they were a more "advanced" version of what I have... I do not think there will be a need to ever pick lower over the higher and other stuff..... it just seemed like it was more than needed... and when you do the floor stats it doesn't look as clean either making it a little bit longer to trouble shoot it... also you were adding your half lvl to your dmg I think
Thank you for your input, Eric. They're not a more advanced version; I used what was there as the base. I'm trying to build this so it's compatible with everything in here. I've got to pick a format, may as well use an existing one that a lot of people use. Would you elaborate on "I do not think there will be a need to ever pick lower over the higher and other stuff" please? Are you referring to initiative? If it seemed like it was more than needed, noted. I get that a lot. There's plenty more I could do but I'm trying to keep it so that its purpose is changing as few fields as possible, once they're initially in there. Leveling, increasing ability scores, adding miscellaneous modifiers--all this is what I want to streamline. Are you referring to the ability modifiers? floor((@{str}-10)/2) ? If it's the initiative you're referring to, yeah I'll totally agree. I've scrapped the complicated conditional statement in favor of the "keep highest" Matt mentioned above.  Thank you for letting me know, I'll check that the next time I get to it and correct it. 
I will show what I have sometime just hit me up on skype. I just change things in attributes and it updates most other stuff... have to change about 10-12 things but could be streamlined a bit more to drop it to about 8.