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Shadowrun 5E Tecnomancer Sprite Macros

Awhile back&nbsp; Dyndrilliac and&nbsp; Silvyre came up with a very useful macro for compiling sprites in Shadowrun 5E. However I've noticed this macro sometimes does not count one of the 5's rolled in the compile test as a success. Can anyone help out with this? Here is the Macro: /me&nbsp;attempts to compile a Level ?{Level of sprite?|1} sprite with a dice pool of [[ ?{Compiling skill?|1} [Compiling skill] + ?{Resonance attribute?|1} [Resonance attribute] + [[?{Push the Limit?|No, 0|Yes, ?{Edge attribute?&#124;1&#125;} + ?{Modifiers?|0 - 0}]] [Modifiers] ]] and gets [[ (?{Compiling skill?} + ?{Resonance attribute?} + [[?{Push the Limit?} + ?{Modifiers?}]])d6&gt;5kh[[?{Level of sprite?} + 100 * ? {Push the Limit?}]]sd![[ceil(?{Push the Limit?}/100) * 6]] - ?{Level of sprite?}d6&gt;5sd ]] net hits! And here is the original post: <a href="https://app.roll20.net/forum/post/2727588/shadowru" rel="nofollow">https://app.roll20.net/forum/post/2727588/shadowru</a>... Also is there a way to add a *2 modifier to the sprites level in the check result in the last portion to of the macro to modify this macro to simulate Registering the sprite? Basically, so that if I enter say a level 4 sprite into the query in the very first line it will roll 8 dice (level of sprite *2) and minus the successes from mine in the last line of the macro above instead of rolling the normal 4 dice it would roll in a compile check Thanks in advance for any help.
Kagi said: I've noticed this macro sometimes does not count one of the 5's rolled in the compile test as a success. Are those 5's greyed? If so, that indicates that the number of hits was greater than the specified limit, i.e. ?{Level of sprite?}. The limit is handled by the Drop/Keep function within the macro.
Kagi said: Also is there a way to add a *2 modifier to the sprites level in the check result in the last portion to of the macro to modify this macro to simulate Registering the sprite? Basically, so that if I enter say a level 4 sprite into the query in the very first line it will roll 8 dice (level of sprite *2) and minus the successes from mine in the last line of the macro above instead of rolling the normal 4 dice it would roll in a compile check Sure; just change ?{Level of sprite?}d6&gt;5sd to (?{Level of sprite?} * 2)d6&gt;5sd