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AD&D 2E MACROS TO SHARE MKIII

1481054870

Edited 1487986822
***ATTENTION*** All who would post here, please be aware that the Roll20 AD&D2E community has worked very hard to bring you new capabilities for AD&D2E gaming. &nbsp;This thread is no longer an appropriate place to post macros specifically for spells. &nbsp;Our community now has a Roll20 supported wiki for that. The spell macro wiki page: <a href="https://wiki.roll20.net/AD%26D_2Espell_Macros" rel="nofollow">https://wiki.roll20.net/AD%26D_2Espell_Macros</a> The AD&D Help Page: <a href="https://wiki.roll20.net/Advanced_Dungeons_and_Dra" rel="nofollow">https://wiki.roll20.net/Advanced_Dungeons_and_Dra</a>... The AD&D 2nd Edition Sheet documentation Page: <a href="https://wiki.roll20.net/ADnD_2nd_Edition_Character" rel="nofollow">https://wiki.roll20.net/ADnD_2nd_Edition_Character</a>... Hopefully the macros herein will decrease the frequency of the necessity to open character sheets. This is a continuation of my macro thread from the General forum, since the General forum was shut down for some strange reason. <a href="https://app.roll20.net/forum/post/2994028/ad-and-d-2e-macros-to-share-mkii" rel="nofollow">https://app.roll20.net/forum/post/2994028/ad-and-d-2e-macros-to-share-mkii</a>
1481055132

Edited 1481055350
THE NEW FIRST AID MACRO &{template:default}{{name=@{selected|token_name} PERFORMS FIRST AID ON @{target|token_name}}}{{HEALS @{target|token_name}=FOR ?{ROLL A HEALING CHECK NOW. DID YOU PASS?|YES, [[D3|NO, [[0}?{ROLL AN HERBALISM CHECK IF YOU HAVE IT. DID YOU PASS?|YES, +1]]|NO OR I DON'T HAVE HERBALISM, +0]]} HP}}
1481080931
Gold
Forum Champion
Thank you GAR. Following this Topic, Mach 3. &nbsp; I'll see if I can add anything to the corpus. GM's with access to Roll20 API and Special F/X (Pro features), install TokenMod API script from the One-Click Repository and use this macro on a Token when they die (PC or Monster): !token-mod --set bar2_value|0 statusmarkers|dead /desc It seems that @{selected|token_name} is defeated. /fx splatter-blood @{selected|token_id} @{selected|token_id} /fx glow-blood @{selected|token_id} @{selected|token_id} /fx bubbling-blood @{selected|token_id} @{selected|token_id} I put this as a Token Action visible to the GM. This way I can "kill" any token with 1 click and zero it out, with cool visuals. This sets their HP to 0, adds the Red X symbol. &nbsp;It declares in the text chat, who died. &nbsp;And the token bleeds profusely with Special F/X particle effects.
1481129191
vÍnce
Pro
Sheet Author
Gold said: Thank you GAR. Following this Topic, Mach 3. &nbsp; I'll see if I can add anything to the corpus. GM's with access to Roll20 API and Special F/X (Pro features), install TokenMod API script from the One-Click Repository and use this macro on a Token when they die (PC or Monster): !token-mod --set bar2_value|0 statusmarkers|dead /desc It seems that @{selected|token_name} is defeated. /fx splatter-blood @{selected|token_id} @{selected|token_id} /fx glow-blood @{selected|token_id} @{selected|token_id} /fx bubbling-blood @{selected|token_id} @{selected|token_id} I put this as a Token Action visible to the GM. This way I can "kill" any token with 1 click and zero it out, with cool visuals. This sets their HP to 0, adds the Red X symbol. &nbsp;It declares in the text chat, who died. &nbsp;And the token bleeds profusely with Special F/X particle effects. That is "Golden". Thanks for that Gold. &nbsp;And all the other cool macros that have been posted here. &nbsp;
1481967082

Edited 1481968333
Elena S.
Sheet Author
Here's a new macro I wrote for Non-Weapon Proficiency skill checks. It pulls all it's information from the NWP repeating fieldset. All of the fields for each proficiency must be properly filled out or you'll get some really scrambled results. Also, when players fill in their adjustments in the character sheet for their proficiencies they need to have the + or - signs or it breaks the formula. Unlike the standard rolls on the character sheet this includes a Miscellaneous Modifier Query for situational adjustments and it displays the result in a nice compact format. This accommodates 8 Proficiencies (feel free to add or remove however many iterations you would prefer to have displayed). The number of proficiencies displayed is somewhat irrelevant since players can always just re-order their proficiency list to cause different proficiencies to display in the macro if they have more than the macro natively displays. &{template:default}{{name=@{selected|token_name} uses a Non-Weapon Proficiency}}{{?{Proficiency Being Used?| @{repeating_profs_$0_profname},@{repeating_profs_$0_profname} [[1d20cs1cf20&lt;[[@{repeating_profs_$0_profstatnum}@{repeating_profs_$0_profmod}| @{repeating_profs_$1_profname},@{repeating_profs_$1_profname} [[1d20cs1cf20&lt;[[@{repeating_profs_$1_profstatnum}@{repeating_profs_$1_profmod}| @{repeating_profs_$2_profname},@{repeating_profs_$2_profname} [[1d20cs1cf20&lt;[[@{repeating_profs_$2_profstatnum}@{repeating_profs_$2_profmod}| @{repeating_profs_$3_profname},@{repeating_profs_$3_profname} [[1d20cs1cf20&lt;[[@{repeating_profs_$3_profstatnum}@{repeating_profs_$3_profmod}| @{repeating_profs_$4_profname},@{repeating_profs_$4_profname} [[1d20cs1cf20&lt;[[@{repeating_profs_$4_profstatnum}@{repeating_profs_$4_profmod}| @{repeating_profs_$5_profname},@{repeating_profs_$5_profname} [[1d20cs1cf20&lt;[[@{repeating_profs_$5_profstatnum}@{repeating_profs_$5_profmod}| @{repeating_profs_$6_profname},@{repeating_profs_$6_profname} [[1d20cs1cf20&lt;[[@{repeating_profs_$6_profstatnum}@{repeating_profs_$6_profmod}| @{repeating_profs_$7_profname},@{repeating_profs_$7_profname} [[1d20cs1cf20&lt;[[@{repeating_profs_$7_profstatnum}@{repeating_profs_$7_profmod}}?{Misc Modifier? (Include + or -)|+0}]]]] Success(es)}}
1482901261

Edited 1487296884
THE NEW BACKSTAB This is actually a system of 8 macros which allows you to perform backstab maneuvers with one of the first 7 weapons on your weapon table. &nbsp;In order for this system to work, you will need the character's weapon table to have at least 7 weapon lines on it. &nbsp;Have the DM copy all these macros into their macro list and make this macro available to any player with a backstab modifier by creating a new ability on the character sheet and place a #hashtag in the code field followed immediately by the name of this root macro from the DM's list: /w @{selected|token_name} &{template:default}{{name=BACKSTAB WEAPON}}{{[@{selected|weaponname}](! #BACKSTAB1)[@{selected|repeating_weapons_$0_weaponname}](! #BACKSTAB2)[@{selected|repeating_weapons_$1_weaponname}](! #BACKSTAB3)[@{selected|repeating_weapons_$2_weaponname}](! #BACKSTAB4)[@{selected|repeating_weapons_$3_weaponname}](! #BACKSTAB5)[@{selected|repeating_weapons_$4_weaponname}](! #BACKSTAB6)[@{selected|repeating_weapons_$5_weaponname}](! #BACKSTAB7)[@{selected|repeating_weapons_$6_weaponname}](! #BACKSTAB8)}} And the branch macros: NAME THIS:&nbsp;BACKSTAB1 &{template:default}{{name=@{selected|token_name} USES A @{selected|weapsize} SIZED @{selected|weaponname} TO BACKSTAB @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{BACKSTAB ATTACK ROLL MODIFIER|+4})+(@{selected|attackadj})+(@{selected|strengthhit}*@{selected|strbonus})+(@{selected|dexmissile}*@{selected|dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|damsm}) *@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]] L[[((@{selected|daml})*@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}}{{CRIT DAMAGE=S/M[[(((@{selected|damsm}*@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|damsm})))+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]] L[[(((@{selected|daml}*@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|daml})))+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}} NAME THIS: BACKSTAB2 &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$0_weapsize} SIZED @{selected|repeating_weapons_$0_weaponname} TO BACKSTAB @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{BACKSTAB ATTACK ROLL MODIFIER|+4})+(@{selected|repeating_weapons_$0_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$0_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$0_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$0_damsm}) *@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]] L[[((@{selected|repeating_weapons_$0_daml})*@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$0_damsm}*@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|repeating_weapons_$0_damsm})))+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]] L[[(((@{selected|repeating_weapons_$0_daml}*@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|repeating_weapons_$0_daml})))+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}} Just copy and paste BACKSTAB2 into each new macro and increase the numerals in the title and code by one step each time. &nbsp;Be sure to give all players access to all these macros, otherwise it will not work properly.
1482908588

Edited 1487304782
GM MACRO ATTACK ROLL MACRO :D FINALLY! Same story with this one, only you might want to make this one global in your campaign. /w @{selected|token_name} &{template:default}{{name=ATTACKS}}{{[@{selected|weaponname}](! #ATTACK1)}}{{[@{selected|repeating_weapons_$0_weaponname}](! #ATTACK2)}}{{[@{selected|repeating_weapons_$1_weaponname}](! #ATTACK3)}}{{[@{selected|repeating_weapons_$2_weaponname}](! #ATTACK4)}}{{[@{selected|repeating_weapons_$3_weaponname}](! #ATTACK5)}}{{[@{selected|repeating_weapons_$4_weaponname}](! #ATTACK6)}}{{[@{selected|repeating_weapons_$5_weaponname}](! #ATTACK7)}} NAME THIS: ATTACK1 &{template:default}{{name=@{selected|token_name} USES A @{selected|weapsize} SIZED @{selected|weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|attackadj})+(@{selected|strengthhit}*@{selected|strbonus})+(@{selected|dexmissile}*@{selected|dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]] L[[((@{selected|daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}}{{CRIT DAMAGE=S/M[[(((@{selected|damsm}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|damsm})))+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]] L[[(((@{selected|daml}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|daml})))+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}} NAME THIS: ATTACK2 &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$0_weapsize} SIZED @{selected|repeating_weapons_$0_weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$0_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$0_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$0_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$0_damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]] L[[((@{selected|repeating_weapons_$0_daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$0_damsm}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$0_damsm})))+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]] L[[(((@{selected|repeating_weapons_$0_daml}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$0_daml})))+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}} &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$1_weapsize} SIZED @{selected|repeating_weapons_$1_weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$1_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$1_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$1_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$1_damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$1_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$1_strbonus})]] L[[((@{selected|repeating_weapons_$1_daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$1_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$1_strbonus})]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$1_damsm}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$1_damsm})))+(@{selected|repeating_weapons_$1_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$1_strbonus})]] L[[(((@{selected|repeating_weapons_$1_daml}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$1_daml})))+(@{selected|repeating_weapons_$1_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$1_strbonus})]]}} &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$2_weapsize} SIZED @{selected|repeating_weapons_$2_weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$2_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$2_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$2_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$2_damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$2_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$2_strbonus})]] L[[((@{selected|repeating_weapons_$2_daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$2_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$2_strbonus})]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$2_damsm}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$2_damsm})))+(@{selected|repeating_weapons_$2_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$2_strbonus})]] L[[(((@{selected|repeating_weapons_$2_daml}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$2_daml})))+(@{selected|repeating_weapons_$2_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$2_strbonus})]]}} &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$3_weapsize} SIZED @{selected|repeating_weapons_$3_weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$3_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$3_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$3_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$3_damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$3_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$3_strbonus})]] L[[((@{selected|repeating_weapons_$3_daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$3_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$3_strbonus})]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$3_damsm}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$3_damsm})))+(@{selected|repeating_weapons_$3_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$3_strbonus})]] L[[(((@{selected|repeating_weapons_$3_daml}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$3_daml})))+(@{selected|repeating_weapons_$3_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$3_strbonus})]]}} &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$4_weapsize} SIZED @{selected|repeating_weapons_$4_weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$4_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$4_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$4_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$4_damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$4_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$4_strbonus})]] L[[((@{selected|repeating_weapons_$4_daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$4_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$4_strbonus})]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$4_damsm}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$4_damsm})))+(@{selected|repeating_weapons_$4_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$4_strbonus})]] L[[(((@{selected|repeating_weapons_$4_daml}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$4_daml})))+(@{selected|repeating_weapons_$4_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$4_strbonus})]]}} &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$5_weapsize} SIZED @{selected|repeating_weapons_$5_weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$5_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$5_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$5_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$5_damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$5_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$5_strbonus})]] L[[((@{selected|repeating_weapons_$5_daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$5_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$5_strbonus})]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$5_damsm}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$5_damsm})))+(@{selected|repeating_weapons_$5_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$5_strbonus})]] L[[(((@{selected|repeating_weapons_$5_daml}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$5_daml})))+(@{selected|repeating_weapons_$5_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$5_strbonus})]]}} &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$6_weapsize} SIZED @{selected|repeating_weapons_$6_weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$6_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$6_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$6_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$6_damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$6_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$6_strbonus})]] L[[((@{selected|repeating_weapons_$6_daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$6_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$6_strbonus})]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$6_damsm}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$6_damsm})))+(@{selected|repeating_weapons_$6_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$6_strbonus})]] L[[(((@{selected|repeating_weapons_$6_daml}?{DAMAGE ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$6_daml})))+(@{selected|repeating_weapons_$6_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$6_strbonus})]]}} Just copy and paste ATTACK2 into each new macro and increase the numerals in the title and code by one step each time. Be sure to give all players access to all these macros, otherwise it will not work properly.
1482909013

Edited 1482909680
Elena S.
Sheet Author
Name this: ATTACK4 &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$2_weapsize} SIZED @{selected|repeating_weapons_$2_weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$2_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$2_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$2_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$2_damsm}))+(@{selected|repeating_weapons_$2_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$2_strbonus})?{DAMAGE ROLL MODIFIER|+0}]] L[[((@{selected|repeating_weapons_$2_daml}))+(@{selected|repeating_weapons_$2_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$2_strbonus})?{DAMAGE ROLL MODIFIER|+0}]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$2_damsm})+(@{selected|repeating_weapons_$2_damsm})))+(@{selected|repeating_weapons_$2_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$2_strbonus})?{DAMAGE ROLL MODIFIER|+0}]] L[[(((@{selected|repeating_weapons_$2_daml})+(@{selected|repeating_weapons_$2_daml})))+(@{selected|repeating_weapons_$2_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$2_strbonus})?{DAMAGE ROLL MODIFIER|+0}]]}} Name this: ATTACK5 &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$3_weapsize} SIZED @{selected|repeating_weapons_$3_weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$3_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$3_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$3_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$3_damsm}))+(@{selected|repeating_weapons_$3_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$3_strbonus})?{DAMAGE ROLL MODIFIER|+0}]] L[[((@{selected|repeating_weapons_$3_daml}))+(@{selected|repeating_weapons_$3_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$3_strbonus})?{DAMAGE ROLL MODIFIER|+0}]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$3_damsm})+(@{selected|repeating_weapons_$3_damsm})))+(@{selected|repeating_weapons_$3_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$3_strbonus})?{DAMAGE ROLL MODIFIER|+0}]] L[[(((@{selected|repeating_weapons_$3_daml})+(@{selected|repeating_weapons_$3_daml})))+(@{selected|repeating_weapons_$3_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$3_strbonus})?{DAMAGE ROLL MODIFIER|+0}]]}} Name this: ATTACK6 &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$4_weapsize} SIZED @{selected|repeating_weapons_$4_weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$4_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$4_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$4_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$4_damsm}))+(@{selected|repeating_weapons_$4_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$4_strbonus})?{DAMAGE ROLL MODIFIER|+0}]] L[[((@{selected|repeating_weapons_$4_daml}))+(@{selected|repeating_weapons_$4_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$4_strbonus})?{DAMAGE ROLL MODIFIER|+0}]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$4_damsm})+(@{selected|repeating_weapons_$4_damsm})))+(@{selected|repeating_weapons_$4_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$4_strbonus})?{DAMAGE ROLL MODIFIER|+0}]] L[[(((@{selected|repeating_weapons_$4_daml})+(@{selected|repeating_weapons_$4_daml})))+(@{selected|repeating_weapons_$4_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$4_strbonus})?{DAMAGE ROLL MODIFIER|+0}]]}} Name this: ATTACK7 &{template:default}{{name=@{selected|token_name} USES A @{selected|repeating_weapons_$5_weapsize} SIZED @{selected|repeating_weapons_$5_weaponname} TO ATTACK @{target|token_name}}}{{HITS AC=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$5_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$5_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$5_dexbonus}))]]}}{{NORMAL DAMAGE=S/M[[((@{selected|repeating_weapons_$5_damsm}))+(@{selected|repeating_weapons_$5_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$5_strbonus})?{DAMAGE ROLL MODIFIER|+0}]] L[[((@{selected|repeating_weapons_$5_daml}))+(@{selected|repeating_weapons_$5_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$5_strbonus})?{DAMAGE ROLL MODIFIER|+0}]]}}{{CRIT DAMAGE=S/M[[(((@{selected|repeating_weapons_$5_damsm})+(@{selected|repeating_weapons_$5_damsm})))+(@{selected|repeating_weapons_$5_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$5_strbonus})?{DAMAGE ROLL MODIFIER|+0}]] L[[(((@{selected|repeating_weapons_$5_daml})+(@{selected|repeating_weapons_$5_daml})))+(@{selected|repeating_weapons_$5_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$5_strbonus})?{DAMAGE ROLL MODIFIER|+0}]]}}
Gargamond said: I thought one round per arrow/bolt/bullet/ was fair. The first part is based on a dexterity check to see if the character was able to track a missed shot in combat or is able to finesse the arrowhead out of the enemy's corpse. &nbsp;The second part is a metal object's chance to save versus crushing blow to see if the shots you found were destroyed or if the arrowhead broke off in his eye socket. :D LOL Too awesome with the description of the reasoning behind the rolls involved!
1483585777

Edited 1483587711
The new ability check macro In order for this to work, you must place a plus (+) sign between the character's chance to open doors and chance to open magic doors i.e. x+(y) or 15+(3). /w gm &{template:default}{{name=@{selected|token_name} CHECKS FOR SUCCESS}}{{?{WHICH ABILITY OR SKILL WILL YOU USE?| STRENGTH, STRENGTH CHECK [[D20cs1cf20&lt;[[@{selected|Strength}| open normal doors, OPEN NORMAL DOORS CHECK [[D20cs1cf20&lt;[[[[1*@{selected|open}*0]]| open magic or locked doors, OPEN MAGIC OR LOCKED DOORS CHECK [[D20cs1cf20&lt;[[[[0*@{selected|open}]]| BEND BARS LIFT GATES, BEND BARS LIFT GATES CHECK [[D100cs1cf&gt;95&lt;[[@{selected|bend}| DEXTERITY, DEXTERITY CHECK [[D20cs1cf20&lt;[[@{selected|Dexterity}| CONSTITUTION, CONSTITUTION CHECK [[D20cs1cf20&lt;[[@{selected|Constitution}| system shock, SYSTEM SHOCK CHECK [[D100cs1cf&gt;95&lt;[[@{selected|conshock}| resurrection survival, RESURRECTION SURVIVAL [[D100cs1cf&gt;95&lt;[[@{selected|conres}| INTELLIGENCE, INTELLIGENCE CHECK [[D20cs1cf20&lt;[[@{selected|Intelligence}| WISDOM, WISDOM CHECK [[D20cs1cf20&lt;[[@{selected|Wisdom}| CHARISMA, CHARISMA CHECK [[D20cs1cf20&lt;[[@{selected|Charisma}}?{MISCELLANEOUS MODIFIER|+0}]]]] SUCCESS(ES)}}
1484084948

Edited 1493945659
GM MACRO SAVING THROWS By using the following 25 macros, you and your players will have access to all pertinent saving throw information on their character sheets without the need to open the character sheet during combat. &nbsp;Also, item saving throws are accessed with this system. This should save your game a lot of time in most encounters. I apologize for not writing this system sooner.&nbsp; The following macro is the branch macro for the character saves. &nbsp;You can name it anything you want. &nbsp;Be aware that it provides links to other macros by name of the macro. &nbsp;You should make all the macros in this post available to all players. Make this first macro of the 25 macros a token action by checking the box and, again, make it available to all players. /w @{selected|token_name} &{template:default}{{name=@{selected|token_name} ATTEMPTS A SAVING THROW!}}{{@{selected|parnotes}[PARALYZATION](! #SAVE-VS-PARALYZATION)[POISON](! #SAVE-VS-POISON)[DEATH MAGIC](! #SAVE-VS-DEATH-MAGIC)}}{{@{selected|rodnotes}[ROD](! #SAVE-VS-ROD)[STAFF](! #SAVE-VS-STAFF)[WAND](! #SAVE-VS-WAND)}}{{@{selected|petnotes}[PETRIFICATION](! #SAVE-VS-PETRIFICATION)[POLYMORPH](! #SAVE-VS-POLYMORPH)}}{{@{selected|breathnotes}[BREATH WEAPON](! #SAVE-VS-BREATH-WEAPON)}}{{@{selected|spnotes}[SPELL](! #SAVE-VS-SPELL)}}{{[ITEM SAVE](! #ITEM-SAVES)}} You will need to name the following macros specifically so that the preceding macro can reference them. &nbsp;If you do not name them properly, the system will not work. Name:&nbsp;SAVE-VS-PARALYZATION /w gm &{template:default}{{name=@{selected|token_name} SAVES VS. PARALYZATION}}{{[[D20&gt;[[(0?{MISCELLANEOUS MODIFIER|+0}@{selected|parmod})*(0-1)+@{selected|partar}]]]]SUCCESS(ES)}} Name: SAVE-VS-POISON /w gm &{template:default}{{name=@{selected|token_name} SAVES VS. POISON}}{{[[D20&gt;[[(0?{MISCELLANEOUS MODIFIER|+0}@{selected|parmod})*(0-1)+@{selected|partar}]]]]SUCCESS(ES)}} Name: SAVE-VS-DEATH-MAGIC /w gm &{template:default}{{name=@{selected|token_name} SAVES VS. DEATH MAGIC}}{{[[D20&gt;[[(0?{MISCELLANEOUS MODIFIER|+0}@{selected|parmod})*(0-1)+@{selected|partar}]]]]SUCCESS(ES)}} Name: SAVE-VS-ROD /w gm &{template:default}{{name=@{selected|token_name} SAVES VS. ROD}}{{[[D20&gt;[[(0?{MISCELLANEOUS MODIFIER|+0}@{selected|rodmod})*(0-1)+@{selected|rodtar}]]]]SUCCESS(ES)}} Name: SAVE-VS-STAFF /w gm &{template:default}{{name=@{selected|token_name} SAVES VS. STAFF}}{{[[D20&gt;[[(0?{MISCELLANEOUS MODIFIER|+0}@{selected|rodmod})*(0-1)+@{selected|rodtar}]]]]SUCCESS(ES)}} Name: SAVE-VS-WAND /w gm &{template:default}{{name=@{selected|token_name} SAVES VS. WAND}}{{[[D20&gt;[[(0?{MISCELLANEOUS MODIFIER|+0}@{selected|rodmod})*(0-1)+@{selected|rodtar}]]]]SUCCESS(ES)}} Name: SAVE-VS-PETRIFICATION /w gm &{template:default}{{name=@{selected|token_name} SAVES VS. PETRIFICATION}}{{[[D20&gt;[[(0?{MISCELLANEOUS MODIFIER|+0}@{selected|petmod})*(0-1)+@{selected|pettar}]]]]SUCCESS(ES)}} Name: SAVE-VS-POLYMORPH /w gm &{template:default}{{name=@{selected|token_name} SAVES VS. POLYMORPH}}{{[[D20&gt;[[(0?{MISCELLANEOUS MODIFIER|+0}@{selected|petmod})*(0-1)+@{selected|pettar}]]]]SUCCESS(ES)}} Name: SAVE-VS-BREATH-WEAPON /w gm &{template:default}{{name=@{selected|token_name} SAVES VS. BREATH WEAPON}}{{[[D20&gt;[[(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)+@{selected|breathtar}@{selected|breathmod}]]]]SUCCESS(ES)}} Name: SAVE-VS-SPELL /w gm &{template:default}{{name=@{selected|token_name} SAVES VS. BREATH WEAPON}}{{[[D20&gt;[[(0?{MISCELLANEOUS MODIFIER|+0}@{selected|breathmod})*(0-1)+@{selected|breathtar}]]]]SUCCESS(ES)}} Name: ITEM-SAVES /w @{selected|token_name} &{template:default}{{name=ASK YOUR DM WHAT @{selected|token_name}'S ITEM SAVES AS.}}{{@{selected|gearnotes}[BONE OR IVORY](! #SAVE-AS-BONE)[CLOTH](! #SAVE-AS-CLOTH)[GLASS](! #SAVE-AS-GLASS)[LEATHER](! #SAVE-AS-LEATHER)[METAL](! #SAVE-AS-METAL)[OILS](! #SAVE-AS-OILS)[PAPER](! #SAVE-AS-PAPER)[POTIONS](! #SAVE-AS-POTIONS)[POTTERY](! #SAVE-AS-POTTERY)[ROCK CRYSTAL](! #SAVE-AS-ROCK-CRYSTAL)[ROPE](! #SAVE-AS-ROPE)[THICK WOOD](! #SAVE-AS-THICK-WOOD)[THIN WOOD](! #SAVE-AS-THIN-WOOD)}} Name:&nbsp;SAVE-AS-BONE /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS BONE OR IVORY VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID [[D20&gt;[[11| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[16| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[19| FALL, FALL [[D20&gt;[[6| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[9| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[3| COLD, COLD [[D20&gt;[[2| LIGHTNING, LIGHTNING [[D20&gt;[[8| ELECTRICITY, ELECTRICITY [[D20&gt;[[2}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-CLOTH /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS CLOTH VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID [[D20&gt;[[12| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[0| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[19| FALL, FALL [[D20&gt;[[0| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[16| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[13| COLD, COLD [[D20&gt;[[2| LIGHTNING, LIGHTNING [[D20&gt;[[18| ELECTRICITY, ELECTRICITY [[D20&gt;[[2}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-GLASS /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS GLASS VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID [[D20&gt;[[5| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[20| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[19| FALL, FALL [[D20&gt;[[14| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[7| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[4| COLD, COLD [[D20&gt;[[6| LIGHTNING, LIGHTNING [[D20&gt;[[17| ELECTRICITY, ELECTRICITY [[D20&gt;[[2}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-LEATHER /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS LEATHER VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID [[D20&gt;[[10| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[3| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[19| FALL, FALL [[D20&gt;[[2| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[6| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[4| COLD, COLD [[D20&gt;[[3| LIGHTNING, LIGHTNING [[D20&gt;[[13| ELECTRICITY, ELECTRICITY [[D20&gt;[[2}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-METAL /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS METAL VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID [[D20&gt;[[13| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[7| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[17| FALL, FALL [[D20&gt;[[3| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[6| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[2| COLD, COLD [[D20&gt;[[2| LIGHTNING, LIGHTNING [[D20&gt;[[12| ELECTRICITY, ELECTRICITY [[D20&gt;[[2}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-OILS /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS OILS VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID THIS SAVE DOES NOT INCLUDE THE CONTAINER ONLY THE LIQUID CONTENTS [[D20&gt;[[16| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[0| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[19| FALL, FALL [[D20&gt;[[0| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[19| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[17| COLD, COLD [[D20&gt;[[5| LIGHTNING, LIGHTNING [[D20&gt;[[19| ELECTRICITY, ELECTRICITY [[D20&gt;[[16}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-PAPER /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS PAPER VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID [[D20&gt;[[16| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[17| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[19| FALL, FALL [[D20&gt;[[0| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[19| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[19| COLD, COLD [[D20&gt;[[2| LIGHTNING, LIGHTNING [[D20&gt;[[19| ELECTRICITY, ELECTRICITY [[D20&gt;[[2}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-POTIONS /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS POTIONS VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID EVEN THOUGH THE SAVE IS MADE THE ITEM IS PROBABLY HOPELESSLY MIXED WITH THE ACID [[D20&gt;[[15| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[0| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[19| FALL, FALL [[D20&gt;[[0| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[17| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[14| COLD, COLD [[D20&gt;[[13| LIGHTNING, LIGHTNING [[D20&gt;[[18| ELECTRICITY, ELECTRICITY [[D20&gt;[[15}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-POTTERY /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS POTTERY VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID [[D20&gt;[[4| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[18| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[19| FALL, FALL [[D20&gt;[[11| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[3| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[2| COLD, COLD [[D20&gt;[[4| LIGHTNING, LIGHTNING [[D20&gt;[[2| ELECTRICITY, ELECTRICITY [[D20&gt;[[2}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-ROCK-CRYSTAL /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS ROCK CRYSTAL VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID [[D20&gt;[[3| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[17| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[18| FALL, FALL [[D20&gt;[[8| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[3| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[2| COLD, COLD [[D20&gt;[[2| LIGHTNING, LIGHTNING [[D20&gt;[[14| ELECTRICITY, ELECTRICITY [[D20&gt;[[2}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-ROPE /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS ROPE VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID [[D20&gt;[[12| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[2| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[19| FALL, FALL [[D20&gt;[[0| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[10| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[6| COLD, COLD [[D20&gt;[[2| LIGHTNING, LIGHTNING [[D20&gt;[[9| ELECTRICITY, ELECTRICITY [[D20&gt;[[2}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-THICK-WOOD /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS THICK WOOD VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID [[D20&gt;[[8| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[10| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[19| FALL, FALL [[D20&gt;[[2| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[7| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[5| COLD, COLD [[D20&gt;[[2| LIGHTNING, LIGHTNING [[D20&gt;[[12| ELECTRICITY, ELECTRICITY [[D20&gt;[[2}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Name: SAVE-AS-THIN-WOOD /w gm &{template:default}{{name=@{selected|token_name}'S ?{WHAT IS THE NAME OF THE ITEM IN QUESTION?} SAVES AS THIN WOOD VS:}}{{?{SAVE VS WHICH DAMAGE TYPE?|ACID, ACID [[D20&gt;[[9| CRUSHING BLOW, CRUSHING BLOW [[D20&gt;[[13| DISINTEGRATION, DISINTEGRATION [[D20&gt;[[19| FALL, FALL [[D20&gt;[[2| MAGIC FIRE, MAGIC FIRE [[D20&gt;[[11| NORMAL FIRE, NORMAL FIRE [[D20&gt;[[9| COLD, COLD [[D20&gt;[[2| LIGHTNING, LIGHTNING [[D20&gt;[[10| ELECTRICITY, ELECTRICITY [[D20&gt;[[2}+(0?{MISCELLANEOUS MODIFIER|+0})*(0-1)]]]] SUCCESS(ES)}} Have a nice day :D
Great work on the Saving Throw macros Gargamond! Thanks
1484689255

Edited 1484690069
DM MACRO TURN UNDEAD The following is a system of 13 macros for turning undead which work the same way as the macro systems posted above. &nbsp;The only purpose of this macro system is to negate the necessity to look up a table in a book, which hopefully will save some time during combat. I apologize ahead of time if the following macros contain mistakes. &nbsp;If they do, please let me know. Branch macro: Name this anything you want. I named mine "TURN-UNDEAD". /w @{selected|token_name} &{template:default}{{name=TURN UNDEAD}}{{PRIEST LEVEL [1](! #TU1)[2](! #TU2)[3](! #TU3)[4](! #TU4)[5](! #TU5)[6](! #TU6)[7](! #TU7)[8](! #TU8)[9](! #TU9)[10-11](! #TU10-11)[12-13](! #TU12-13)[14+](! #TU14+)}}{{Paladins turn undead as priests who are two levels lower.}} TU1 /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 1}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD [[10]]}}{{Zombie [[13]]}}{{Ghoul or 2 HD [[16]]}}{{Shadow or 3-4 HD [[19]]}}{{Wight or 5 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} TU2 /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 2}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD [[7]]}}{{Zombie [[10]]}}{{Ghoul or 2 HD [[13]]}}{{Shadow or 3-4 HD [[16]]}}{{Wight or 5 HD [[19]]}}{{Ghast [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} TU3 /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 3}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD [[4]]}}{{Zombie [[7]]}}{{Ghoul or 2 HD [[10]]}}{{Shadow or 3-4 HD [[13]]}}{{Wight or 5 HD [[16]]}}{{Ghast [[19]]}}{{Wraith or 6 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} TU4 /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 4}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD T}}{{Zombie [[4]]}}{{Ghoul or 2 HD [[7]]}}{{Shadow or 3-4 HD [[10]]}}{{Wight or 5 HD [[13]]}}{{Ghast [[16]]}}{{Wraith or 6 HD [[19]]}}{{Mummy or 7 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} TU5 /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 5}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD T}}{{Zombie T}}{{Ghoul or 2 HD [[4]]}}{{Shadow or 3-4 HD [[7]]}}{{Wight or 5 HD [[10]]}}{{Ghast [[13]]}}{{Wraith or 6 HD [[16]]}}{{Mummy or 7 HD [[19]]}}{{Spectre or 8 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} TU6 /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 6}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D}}{{Zombie T}}{{Ghoul or 2 HD T}}{{Shadow or 3-4 HD [[4]]}}{{Wight or 5 HD [[7]]}}{{Ghast [[10]]}}{{Wraith or 6 HD [[13]]}}{{Mummy or 7 HD [[16]]}}{{Spectre or 8 HD [[19]]}}{{Vampire or 9 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} TU7 /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 7}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D}}{{Zombie D}}{{Ghoul or 2 HD T}}{{Shadow or 3-4 HD T}}{{Wight or 5 HD [[4]]}}{{Ghast [[7]]}}{{Wraith or 6 HD [[10]]}}{{Mummy or 7 HD [[13]]}}{{Spectre or 8 HD [[16]]}}{{Vampire or 9 HD [[19]]}}{{Ghost or 10 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} TU8 /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 8}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D}}{{Ghoul or 2 HD D}}{{Shadow or 3-4 HD T}}{{Wight or 5 HD T}}{{Ghast [[4]]}}{{Wraith or 6 HD [[7]]}}{{Mummy or 7 HD [[10]]}}{{Spectre or 8 HD [[13]]}}{{Vampire or 9 HD [[16]]}}{{Ghost or 10 HD [[19]]}}{{Lich or 11+ HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} TU9 /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 9}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D}}{{Shadow or 3-4 HD D}}{{Wight or 5 HD T}}{{Ghast T}}{{Wraith or 6 HD [[4]]}}{{Mummy or 7 HD [[7]]}}{{Spectre or 8 HD [[10]]}}{{Vampire or 9 HD [[13]]}}{{Ghost or 10 HD [[16]]}}{{Lich or 11+ HD [[19]]}}{{Special** [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} TU10-11 /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 10-11}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D*}}{{Shadow or 3-4 HD D}}{{Wight or 5 HD D}}{{Ghast T}}{{Wraith or 6 HD T}}{{Mummy or 7 HD [[4]]}}{{Spectre or 8 HD [[7]]}}{{Vampire or 9 HD [[10]]}}{{Ghost or 10 HD [[13]]}}{{Lich or 11+ HD [[16]]}}{{Special** [[19]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} TU12-13 /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 12-13}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D*}}{{Shadow or 3-4 HD D*}}{{Wight or 5 HD D}}{{Ghast D}}{{Wraith or 6 HD T}}{{Mummy or 7 HD T}}{{Spectre or 8 HD [[4]]}}{{Vampire or 9 HD [[7]]}}{{Ghost or 10 HD [[10]]}}{{Lich or 11+ HD [[13]]}}{{Special** [[16]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} TU14+ /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 14+}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D*}}{{Shadow or 3-4 HD D*}}{{Wight or 5 HD D*}}{{Ghast D}}{{Wraith or 6 HD D}}{{Mummy or 7 HD T}}{{Spectre or 8 HD T}}{{Vampire or 9 HD [[4]]}}{{Ghost or 10 HD [[7]]}}{{Lich or 11+ HD [[10]]}}{{Special** [[13]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}} Happy Gaming!! :D
1484700403

Edited 1484700540
Elena S.
Sheet Author
ROFL, I literally just finished doing a Turn Undead macro as well. Though I used a simpler base macro and roll-able tables. It's set up so that the macro asks if you are attempting to turn or control, then queries what level the player turns as and rolls the relevant table for the results
1484701086

Edited 1484703722
Elena S.
Sheet Author
For Comparison Here's the Macro, unfortunately the Rollable Tables aren't as easy to share... &{template:default}{{name=@{selected|token_name} raises his/her Holy Symbol and attempts to ?{Turn or Control Undead?|Turn|Control} Undead}}{{DIVINE ENERGY EFFECTS: ?{What Level do you Turn Undea as?| Level 1,[[1t[TURN-UNDEAD-P1]]]| Level 2,[[1t[TURN-UNDEAD-P2]]]| Level 3,[[1t[TURN-UNDEAD-P3]]]| Level 4,[[1t[TURN-UNDEAD-P4]]]| Level 5,[[1t[TURN-UNDEAD-P5]]]| Level 6,[[1t[TURN-UNDEAD-P6]]]| Level 7,[[1t[TURN-UNDEAD-P7]]]| Level 8,[[1t[TURN-UNDEAD-P8]]]| Level 9,[[1t[TURN-UNDEAD-P9]]]| Level 10-11,[[1t[TURN-UNDEAD-P10/11]]]| Level 12-13,[[1t[TURN-UNDEAD-P12/13]]]| Level 14+,[[1t[TURN-UNDEAD-P14+]]]}}}{{Up to [[2D6]] creatures are affected as above, and if indicated [[2d4]] additional creatures are ?{Turn or Control Undead?|Turn|Control}ed.}} Then I created roll-able tables which are weighted per Table 61 in the PHB for each Priest level or level range. This way it doesn't post extra information in chat, since the tables when rolled return the exact results of the Turn attempt, and cross referencing the roll to the possible results isn't necessary. Here's an example for how I wrote the entries for high level priests who gain bonus effects when they Turn Undead: LICHES or 11HD+ (Destroys WRAITHS or 6HD, and additional WIGHTS or 5HD are Turned/Controlled)
This is a series of branch macros designed for use in games where the GM has access to the API, it uses the TokenMod script (available through the roll20 API library). This branch macro tree is designed to quickly turn auras on for either short and medium ranges, medium and long ranges, or range/area of effect spells and abilities which center on a particular token. It also allows the GM to toggle whether the auras are visible to all players or only to the player who controls the token selected. Additionally it provides the ability for players to turn their range/aoe auras back off with a single mouse click, so that persistent &nbsp;overlapping auras don't interfere with map visibility (especially for the gm). When a player turns on an aura they will be asked what the aura is for, in the case of ranged weapons it populates a dropdown menu with the first 4 weapons from their weapons chart and lists the range information for that weapon in parentheses next to the weapon name. It then asks them to type in the appropriate ranges for each aura. Once the queries have been completed it applies the auras and sends a brief message to the GM stating what the aura is being activated for. This is the main branch macro which you can name whatever you like. Mine is named "Range-Auras" This first macro should have the "Show as Token Action" box checked, and be made available to all players. /w @{selected|token_name} &{template:default}{{name=Change Token Auras for @{selected|token_name}}}{{[Turn Auras Off](! #Auras-Off) [Short/Medium Ranges](! #Auras-S/M) [Medium/Long Ranges](! #Auras-M/L) [Spell/Ability Range or AoE](! #Auras-Spell) [Toggle Visibility (GM only)](! #Auras-Toggle)}} You will need to name the following macros specifically so that the preceding macro can reference them. If you do not name them properly, the system will not work. Each of the following macros will also need to be made available to All Players. Name: Auras-Off !token-mod {{ --off aura1_square aura2_square --set aura1_radius| aura2_radius| }} Name: Auras-S/M /w gm @{selected|token_name} is activating auras for Short and Medium ranges using a ?{Weapon being fired?|@{selected|weaponname} (@{selected|range})|@{selected|repeating_weapons_$0_weaponname} (@{selected|repeating_weapons_$0_range})|@{selected|repeating_weapons_$1_weaponname} (@{selected|repeating_weapons_$1_range})|@{selected|repeating_weapons_$2_weaponname} (@{selected|repeating_weapons_$2_range})}. !token-mod {{ --on aura1_square aura2_square --set aura1_radius|?{Distance for Short Range Aura?|10} aura2_radius|?{Distance for Medium Range Aura?|20} }} Name: Auras-M/L /w gm @{selected|token_name} is activating auras for Medium and Long ranges using a ?{Weapon being fired?|@{selected|weaponname} with ranges of @{selected|range}|@{selected|repeating_weapons_$0_weaponname} (@{selected|repeating_weapons_$0_range})|@{selected|repeating_weapons_$1_weaponname} (@{selected|repeating_weapons_$1_range})|@{selected|repeating_weapons_$2_weaponname} (@{selected|repeating_weapons_$2_range})}. !token-mod {{ --on aura1_square aura2_square --set aura1_radius|?{Distance for Medium Range Aura?|20} aura2_radius|?{Distance for Long Range Aura?|30} }} Name: Auras-Spell /w gm &{template:default}{{name=@{selected|token_name} is activating an aura for a spell or ability with a range/radius of ?{Range or Area of Effect of the Spell or Ability used?|10}}} !token-mod {{ --on aura1_square --set aura1_radius|?{Range or Area of Effect of the Spell or Ability used?|10} }} This final macro can be made available to all players or not at the GM's option. Depends on whether you want to allow your players to make their auras visible to others or whether you'd prefer to reserve that functionality for yourself. Name: Auras-Toggle !token-mod --flip showplayers_aura1 showplayers_aura2
1485122822

Edited 1486174136
THIEF BACKSTAB MULTIPLIER If you are a thief, paste this into your character sheet wherever your backstab multiplier goes. [[{5,[[ceil(?{WHAT IS YOUR THIEF LEVEL? Class:@{selected|class} Level:@{selected|level}|1}/4)+1]]}kl1]]
Paladin Lay on Hands /me the @{race} @{kit} @{class1} Invokes Bahamut's Blessings and Lays Hands on @{target|token_name}. &{template:default}{{EFFECT=[[2*@{level-class1}]]}}
1486259689
AquaAlex
Sheet Author
Translator
API Scripter
Elena S. said: For Comparison Here's the Macro, unfortunately the Rollable Tables aren't as easy to share... Then I created roll-able tables which are weighted per Table 61 in the PHB for each Priest level or level range. This way it doesn't post extra information in chat, since the tables when rolled return the exact results of the Turn attempt, and cross referencing the roll to the possible results isn't necessary. Here's an example for how I wrote the entries for high level priests who gain bonus effects when they Turn Undead: LICHES or 11HD+ (Destroys WRAITHS or 6HD, and additional WIGHTS or 5HD are Turned/Controlled) would love to see the rollable tables. I have been playing with my own macros and they work awesome individually but when you try and add a choice it always gives you all the results (all level options) instead of jsut the level you chose
1486260644

Edited 1486260778
Elena S.
Sheet Author
yeah, unfortunately rollable tables aren't as friendly to share.... could you post a copy of the macro/macros you're using? I might be able to help you figure out where the syntax is going sideways on you. That's part of why I set mine up with rollable tables. you can call a table from a macro just fine, but when you attempt to call a second macro it reads the full text of the second macro into the first when it actually tries to run it, unless you're using a branch type macro where the initial macro posts links to other macros into the chat.
Stealth M. said: Scrub needs help. I have to make modified bow, melee 1h (mace), 1h ShtSwd macros, but need to also add stuff like hated enemy, PBR, Spec, Racial, etc. I know I need to create an attribute eg: HE +4 but where in the macro do I add the +HE, and is that the correct syntax to add? In this example where would I add HE to the script? After the +1, after the parenthesis, or in between brackets?&nbsp; You don't necessarily need to create custom attributes. You can of course, but it will tend to make your attack macros insanely long with every possible modifier being added into the roll calculation. The simplest way to deal with all of the different combat modifiers is to simply put a query into the roll where players can add in any miscellaneous or situational modifiers. As for syntax to call a custom attribute it's exactly the same as for calling the ones built into the character sheet already. So the attribute call for your Hated Enemy Bonus attribute would be @{HE} or @{selected|HE} if you were calling it from a token action. Arrow #1 Hits: AC [[ @{THAC0} - ( 1d20+1 ) ]] Damage: [[1d8]] S/M/L In the above macro that might look like (removing the extraneous spaces of course): Arrow #1 Hits: AC [[ @{ThAC0} - ( 1d20 + 1 + ( ?{Miscellaneous Attack Roll Modifiers?|0} ) ) ]] Damage: [[ 1d8 + ( ?{Miscellaneous Damage Modifiers?|0} ) ]] What this does is gives the players a place to enter situational modifiers to both their attack and damage rolls without requiring you as the DM to invent special character attributes for every situation and then write multiple attack macros for every possible combination of modifiers. It also saves your players from having to sort through a huge list of macros to find the right one for the current situation. If you look at a couple of the previous posts in this thread you'll see a complete set of Attack macros which automatically pull all of the standard combat modifiers due to Strength, Dexterity, specialization, or magic weapons from the character sheet. The macros even work with the repeating fields in the weapons table. Those macros have the query's like what I just showed you built into them already, and when your player uses the token action to attack it will ask them to fill in their cumulative miscellaneous modifiers for attack and damage (read Situational modifiers, such as flanking, rear attack, Hated Enemy, Racial bonuses vs certain types of monsters etc.) If you set up the attack macros from earlier in this thread and assign them as a global token action you and your players both will be able to use them for nearly every weapon attack (provided of course everyone is setting up their character sheets properly). Trying to create attributes for hated (HE), Point Blank Range (PBR), Specialist (SPEC), racial mod (RA), and eventually add a value for close quarters fighting ability check (CQF DEX -4) somewhere in there on the PBR macro. ANd yes, I need to make dual wield melee macros for all that too. Or does anyone have a ready to roll ranger macro set hidden somewhere with all of these things ready to go prehaps? As I said, check out the attack macros from earlier in the post. Honestly in my campaign the only special macro I have for Rangers is for when they use their Animal Empathy ability.... Don't be shy if you've got any other questions. It can take a good bit of fiddling to get comfortable with writing macros, especially when you start getting into some of the quirky bits of how roll20 handles different syntax combinations.
Thank you Elena! +1000 exp
Feel free to check out the many various macros listed and published in this thread. They're all designed for the Advanced 2nd Edition (simple sheet). Hopefully they can be of some help to make your game run more smoothly. Browse and peruse them to your heart's content and feel free to use them as is or modify them to fit your house rules. And if you come up with a macro or two that you think others may benefit from, by all means add it to the collection! This thread actually has several previous incarnations, but each one has a link to the archived older versions available, so it's easy to find the entire collection.
1486419435
AquaAlex
Sheet Author
Translator
API Scripter
Elena S. said: yeah, unfortunately rollable tables aren't as friendly to share.... could you post a copy of the macro/macros you're using? I might be able to help you figure out where the syntax is going sideways on you. That's part of why I set mine up with rollable tables. you can call a table from a macro just fine, but when you attempt to call a second macro it reads the full text of the second macro into the first when it actually tries to run it, unless you're using a branch type macro where the initial macro posts links to other macros into the chat. Thanks we actually worked it out.&nbsp;
1486438052

Edited 1486439889
Gold
Forum Champion
Elena S. said: yeah, unfortunately rollable tables aren't as friendly to share.... True, however there is a cool way to share Rollable Tables among PRO users, by way of TableExport API script. &nbsp; Once you install that script, you can export your Rollable Table contents into a text format that is basically a series of API commands (which can be emailed, posted, or copy-pasted) which can be input into the chat (of another game that also has the script installed) which will then recreate that rollable table. There have been some threads of people sharing homemade rollable table contents, with further instructions & the script link: Rollable Tables Exchange!
Thanks for the link, that's not a script I've tried yet.
1486441196
Gold
Forum Champion
Elena S. said: Thanks for the link, that's not a script I've tried yet. It's also a way that one can use a Spreadsheet, or an existing text-table (say for example a list of Wandering Monsters, or Treasure Types), and using a spreadsheet you can append the API Command to the start of each line, thus making it importable. &nbsp;Then copy everything and Paste into your chat (of a game that has the TableExport script) and it will build a rollable table. I'm glad it came up for discussion in the current 2E Macro thread, because we might all be able to collaborate to get more 2nd Edition specific tables into our games, and share the work and the benefits among the thread participants.
1486441782

Edited 1486442269
Elena S.
Sheet Author
Gold said: *snip* I'm glad it came up for discussion in the current 2E Macro thread, because we might all be able to collaborate to get more 2nd Edition specific tables into our games, and share the work and the benefits among the thread participants. Gargamond and I have both been working real hard to build macros and macro sets to help automate a lot of the game mechanics. I am also working on creating new rolltemplates and getting them added to the 2nd Edition character sheet (simple sheet version). So we can all have more options and functionality, currently have a new "2Edefault" template waiting for approval on the Git. Once that goes through I'll convert my custom Spell template and submit that along with instructions for using it, as well as my Attack Template. (pics below)
1487012358
AquaAlex
Sheet Author
Translator
API Scripter
Gold said: Once you install that script, you can export your Rollable Table contents into a text format that is basically a series of API commands (which can be emailed, posted, or copy-pasted) which can be input into the chat (of another game that also has the script installed) which will then recreate that rollable table. thx
1487012505

Edited 1487013446
AquaAlex
Sheet Author
Translator
API Scripter
Elena S. said: *SN Gargamond and I have both been working real hard to build macros and macro sets to help automate a lot of the game mechanics. AWESOME! It is great that some people are sharing scripts, etc. It helps everyone and other people do things you have not and you benefit from it. I love the open source community.
1487021993

Edited 1487032217
Aqua Den Barbar said: Elena S. said: *SN Gargamond and I have both been working real hard to build macros and macro sets to help automate a lot of the game mechanics. AWESOME! It is great that some people are sharing scripts, etc. It helps everyone and other people do things you have not and you benefit from it. I love the open source community. It&nbsp;seems to me that the newest 2e sheet is largely comprised of material from these threads. &nbsp;However, I have been diligently trying to make character sheets more and more obsolete through the availability of token actions, as these threads contain automation which make it less necessary to open character sheets except to update new information or to level up the character. As an experienced player, I can say that PC token actions are much more convenient than opening up character sheets in combat to roll initiative, attack rolls, and spell macros. &nbsp;As an experienced DM, I can say that NPC token actions are imperative in keeping momentum in a pinch, as they save precious time between Player Character actions and Roleplaying.
1487314717

Edited 1487314806
Elena S.
Sheet Author
New Version of the Saving Throw Branch Macro Set using the Brand Spanking new roll templates: GM MACRO SAVING THROWS By using the following 25 macros, you and your players will have access to all pertinent saving throw information on their character sheets without the need to open the character sheet during combat. Also, item saving throws are accessed with this system. This should save your game a lot of time in most encounters. The new 2Esave roll template resolves the issue where a saving throw target number could be modified to below -1 and cause the macro to fail to process through the dice engine. The following macro is the branch macro for the character saves. You can name it anything you want. Be aware that it provides links to other macros by name of the macro. You should make all the macros in this post available to all players. Make this first macro of the 25 macros a token action by checking the box and, again, make it available to all players. /w @{selected|token_name} &{template:2Edefault}{{name=@{selected|token_name} attempts a Saving Throw!}}{{[Paralyzation](! #SAVE-VS-PARALYZATION) [Poison](! #SAVE-VS-POISON) [Death](! #SAVE-VS-DEATH-MAGIC) [Rod](! #SAVE-VS-ROD) [Staff](! #SAVE-VS-STAFF) [Wand](! #SAVE-VS-WAND) [Petrification](! #SAVE-VS-PETRIFICATION) [Polymorph](! #SAVE-VS-POLYMORPH) [Breath Weapon](! #SAVE-VS-BREATH-WEAPON) [Spell](! #SAVE-VS-SPELL)}}{{desc=Saving Throw Notes: PPD: @{selected|parnotes} RSW: @{selected|rodnotes} Pet:@{selected|petnotes} Br: @{selected|breathnotes} Sp: @{selected|spnotes}}}{{[Item Saves](! #ITEM-SAVES)}} The following macros must use the specific names listed before each so that the main branch macro can call them properly! SAVE-VS-BREATH-WEAPON /w gm &{template:2Esave}{{savevs=Breath Weapons}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|breathtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|breathmod}]]}} SAVE-VS-DEATH-MAGIC /w gm &{template:2Esave}{{savevs=Death}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|partar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|parmod}]]}} SAVE-VS-PARALYZATION /w gm &{template:2Esave}{{savevs=Paralyzation}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|partar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|parmod}]]}} SAVE-VS-PETRIFICATION /w gm &{template:2Esave}{{savevs=Petrification}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|pettar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|petmod}]]}} SAVE-VS-POISON /w gm &{template:2Esave}{{savevs=Poison}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|partar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|parmod}]]}} SAVE-VS-POLYMORPH /w gm &{template:2Esave}{{savevs=Polymorph}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|pettar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|petmod}]]}} SAVE-VS-ROD /w gm &{template:2Esave}{{savevs=Rods}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|rodtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|rodmod}]]}} SAVE-VS-SPELL /w gm &{template:2Esave}{{savevs=Spells}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|sptar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|spmod}]]}} SAVE-VS-STAFF /w gm &{template:2Esave}{{savevs=Staves}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|rodtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|rodmod}]]}} SAVE-VS-WAND /w gm &{template:2Esave}{{savevs=Wands}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|rodtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|rodmod}]]}} SAVE-AS-BONE /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,11|Crushing Blow,16|Disintegration,19|Falling,6|Magic Fire,9|Normal Fire,3|Cold,2|Lightning,8|Electricity,2}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-CLOTH /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,12|Crushing Blow,0|Disintegration,19|Falling,0|Magic Fire,16|Normal Fire,13|Cold,2|Lightning,18|Electricity,2}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-GLASS /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,5|Crushing Blow,20|Disintegration,19|Falling,14|Magic Fire,7|Normal Fire,4|Cold,6|Lightning,17|Electricity,2}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-LEATHER /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,5|Crushing Blow,20|Disintegration,19|Falling,14|Magic Fire,7|Normal Fire,4|Cold,6|Lightning,17|Electricity,2}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-METAL /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,13|Crushing Blow,7|Disintegration,17|Falling,3|Magic Fire,6|Normal Fire,2|Cold,2|Lightning,12|Electricity,2}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-OILS /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,16|Crushing Blow,0|Disintegration,19|Falling,0|Magic Fire,19|Normal Fire,17|Cold,5|Lightning,19|Electricity,16}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-PAPER /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,16|Crushing Blow,17|Disintegration,19|Falling,0|Magic Fire,19|Normal Fire,19|Cold,2|Lightning,19|Electricity,2}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-POTIONS /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,15|Crushing Blow,0|Disintegration,19|Falling,0|Magic Fire,17|Normal Fire,14|Cold,13|Lightning,18|Electricity,15}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-POTTERY /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,4|Crushing Blow,18|Disintegration,19|Falling,11|Magic Fire,3|Normal Fire,2|Cold,4|Lightning,2|Electricity,2}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-ROCK-CRYSTAL /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,3|Crushing Blow,17|Disintegration,18|Falling,8|Magic Fire,3|Normal Fire,2|Cold,2|Lightning,14|Electricity,2}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-ROPE /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,12|Crushing Blow,2|Disintegration,19|Falling,0|Magic Fire,10|Normal Fire,6|Cold,2|Lightning,9|Electricity,2}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-THICK-WOOD /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,8|Crushing Blow,10|Disintegration,19|Falling,2|Magic Fire,7|Normal Fire,5|Cold,2|Lightning,12|Electricity,2}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}} SAVE-AS-THIN-WOOD /w gm &{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,9|Crushing Blow,13|Disintegration,19|Falling,2|Magic Fire,11|Normal Fire,9|Cold,2|Lightning,10|Electricity,2}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}]]}}
Macro for the Armor spell using the new 2Espell roll template &{template:2Espell}{{title=@{selected|token_name} casts Armor}}{{splevel=Level 1 Wizard}}{{school=Conjuration/Summoning}}{{components=V, S, M}}{{time=[[1]] Round}}{{range=Touch}}{{duration=Special}}{{aoe=Creature Touched}}{{save=None}}{{effects=By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). No effect on armored targets or creaters with AC 6 or better. It is not cumulative with the shield spell, but it does stack with Dexterity, and physical shields. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling [[8+@{selected|level}]] HP. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.}}
Macro for the Color Spray spell using the new 2Espell roll template: &{template:2Espell}{{title=@{selected|token_name} casts Color Spray}}{{splevel=Level 1 Wizard}}{{school=Alteration}}{{range=[[0]]}}{{components=V, S, M}}{{duration=Instantaneous}}{{time=[[1]] segment}}{{aoe=[[5]]x[[20]]x[[20]] ft wedge}}{{save=Special}}{{effects=Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. Up to [[1d6]] creatures within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for [[2d4]] rounds; those with Hit Dice or levels up to 2 greater than the wizard's level are blinded for [[1d4]] round(s); those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned for [[1]] round.}}
Wizard's Light spell using 2Espell template &{template:2Espell}{{title=@{selected|token_name} casts Light}}{{splevel=Level 1 Wizard}}{{school=Alteration}}{{components=V, M}}{{time=[[1]] segment}}{{range=[[60]] yards}}{{duration=[[@{selected|level}]] turns}}{{aoe=[[20]] ft radius}}{{save=Special}}{{effects=This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. The spell is centered on a point selected by the caster (must have a line of sight to the target). If cast on a creature, successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (only temporarily if the darkness effect is continual). May be used to blind a creature if targeted on the eyes. Blinded creatures suffer a [[0-4]] penalty to AC, attack rolls, and Saves for the spells duration. The caster can end the spell at any time by uttering a single word.}}
Magic Missile for 2Espell template &{template:2Espell}{{title=@{selected|token_name} casts Magic Missile}}{{splevel=Level 1 Wizard}}{{school=Evocation/Invocation}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[({10,@{selected|level}}kl1)*10+60]] ft}}{{duration=Instant}}{{aoe=Targeted Creature(s)}}{{save=None}}{{damage=[[1D4+1]], [[1D4+1]], [[1D4+1]], [[1D4+1]], and [[1D4+1]]}}{{damagetype=Force}}{{effects=Fires [[ceil(({9, @{selected|level}}kl1)/2)]] missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it's target causing damage as indicated above.}}
1487315280

Edited 1487315302
Elena S.
Sheet Author
Phantasmal Force for 2Espell template &{template:2Espell}{{title=@{selected|token_name} casts Phantasmal Force}}{{splevel=Level 1 Wizard}}{{school=Illusion/Phantasm}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[(6+@{selected|level})*10]] yards}}{{duration=Special}}{{aoe=[[(4+@{selected|level})*100]] sq. ft.}}{{save=Special}}{{effects=This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual only and affects all believing creatures (undead are immune) that view it. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent (unless the spellcaster causes the illusion to react appropriately) or until the wizard ceases concentration upon the spell. Creatures that disbelieve the illusion see it for what it is and can add +4 to associates' saves if this knowledge can be communicated effectively. The illusionary effect can be moved by the caster within the limits of the area of effect.}}
Protection from Evil (Wizard) for 2Espell template: &{template:2Espell}{{title=@{selected|token_name} casts Protection from Evil on @{target|token_name}}}{{splevel=Level 1 Wizard}}{{school=Abjuration (Reversible)}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=Touch}}{{duration=[[@{selected|level}*2]] Rounds}}{{aoe=Creature Touched}}{{save=None}}{{effects=When this spell is cast, it creates a magical barrier around the recipient at a distance of [[1]] foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -[[2]] penalties to attack rolls; any saving throws caused by such attacks are made with +[[2]] bonuses. Second, any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.}}
Sleep spell using 2Espell template: &{template:2Espell}{{title=@{selected|token_name} casts Sleep}}{{splevel=Level 1 Wizard}}{{school=Enchantment/Charm}}{{range=90 ft}}{{components=V, S, M}}{{duration=[[5*({10,@{selected|level}}kl1)]] Rounds}}{{time=1}}{{aoe=[[30]] ft Cube}}{{save=None}}{{effects=Up to [[2D4]] Hit Dice of creatures with 4 HD or less are put to sleep beginning with the lowest HD creatures in the Area of Effect.}}
Spider Climb using 2Espell template: &{template:2Espell}{{title=@{selected|token_name} casts Spider Climb}}{{splevel=Level 1 Wizard}}{{school=Alteration}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=Touch}}{{duration=[[3+@{selected|level}]] rounds}}{{aoe=Creature Touched}}{{save=Negates}}{{effects=A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a save vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible to cast spells with material components. Sufficient force can pull the recipient free (save per DM's discretion). The caster can end the spell effect with a word.}}
Thunderstaff using the 2Espell template: &{template:2Espell}{{title=@{selected|token_name} casts Thunderstaff}}{{splevel=Level 4 Wizard}}{{school=Invocation/Evocation}}{{sphere=}}{{components=V, S, M}}{{time=[[4]] segments}}{{range=0 ft}}{{duration=Instant}}{{aoe=Cone 40' long, 20' wide}}{{save=None}}{{damage=(roll) }}{{damagetype=Force}}{{effects=Produces a thundering cone of force. Affected creatures must save or be stunned for [[1d3]] rounds and are deafened for [[1d3+1]] rounds. Additionally, those who fail the save are hurled [[4d4+4]] feet by the wave of force, suffering 1 point of damage per two feet thrown. If the save is successful, the victim is not stunned, but is still deafened and is only hurled half of the distance. Giant sized creatures who fail their save are only thrown [[2d4+2]] feet and deafened, Those who save are not affected. The cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of [[4d4+4]] feet. Fragile items must make a saving throw vs. crushing blow or be destroyed.}}
1487415260
AquaAlex
Sheet Author
Translator
API Scripter
Gargamond said: As an experienced player, I can say that PC token actions are much more convenient than opening up character sheets in combat to roll initiative, attack rolls, and spell macros. &nbsp;As an experienced DM, I can say that NPC token actions are imperative in keeping momentum in a pinch, as they save precious time between Player Character actions and Roleplaying. I could not agree more, waste so much time looking for things on sheets, rather than using token actions. thanks to you and Elena
1487460474

Edited 1487461113
AquaAlex
Sheet Author
Translator
API Scripter
Elena S. said: Magic Missile for 2Espell template I would for instance do the magic missile a bit differently: &{template:2Espell}{{title=@{selected|token_name} casts Magic Missile}}{{splevel=Level 1 Wizard}}{{school=Evocation/Invocation}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[60+(@{selected|MageLevel}*10)]] yds/ft}}{{duration=Instant}}{{aoe=Targeted Creature(s) in a 10' cube}}{{save=None}}{{damage=?{NumberofMissiles|1,([[1d4+1]])|2,([[1d4+1]] and [[1d4+1]])|3,([[1d4+1]] and [[1d4+1]] and [[1d4+1]])|4,([[1d4+1]] and [[1d4+1]] and [[1d4+1]] and [[1d4+1]])|5,([[1d4+1]] and [[1d4+1]] and [[1d4+1]] and [[1d4+1]] and [[1d4+1]])}}}{{damagetype=Force}}{{effects=Fires [[{5,(ceil((@{Selected|MageLevel})/2))}kl1)]] missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it's target causing damage as indicated above.}} I use MageLevel just to make easier for Multi or Dual class but obviously you can change that bit to Level. &nbsp; The only part i hate is that player needs to select how many missiles when we can already calculate that ourselves, trying to work out how to do that in scripts. You will see I also changed the script a bit how you work out number of missiles and range, not major change but less calculations
Aqua Den Barbar said: Elena S. said: Magic Missile for 2Espell template I would for instance do the magic missile a bit differently: &{template:2Espell}{{title=@{selected|token_name} casts Magic Missile}}{{splevel=Level 1 Wizard}}{{school=Evocation/Invocation}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[60+(@{selected|MageLevel}*10)]] yds/ft}}{{duration=Instant}}{{aoe=Targeted Creature(s) in a 10' cube}}{{save=None}}{{damage=?{NumberofMissiles|1,([[1d4+1]])|2,([[1d4+1]] and [[1d4+1]])|3,([[1d4+1]] and [[1d4+1]] and [[1d4+1]])|4,([[1d4+1]] and [[1d4+1]] and [[1d4+1]] and [[1d4+1]])|5,([[1d4+1]] and [[1d4+1]] and [[1d4+1]] and [[1d4+1]] and [[1d4+1]])}}}{{damagetype=Force}}{{effects=Fires [[{5,(ceil((@{Selected|MageLevel})/2))}kl1)]] missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it's target causing damage as indicated above.}} I use MageLevel just to make easier for Multi or Dual class but obviously you can change that bit to Level. &nbsp; The only part i hate is that player needs to select how many missiles when we can already calculate that ourselves, trying to work out how to do that in scripts. You will see I also changed the script a bit how you work out number of missiles and range, not major change but less calculations I changed all my spells to ask the player what the caster level is. &nbsp;I had too many instances where different levels were used. &nbsp;Multiclass, wild mages, priests of specific mythoi, etc cause issues.
The range formula in my macro is set up so that the range stops increasing at 10th level. That's the only real difference I see there. Since the number of missiles is variable based on level and the description calculates how many missiles are fired I just think it's easier to have all 5 display and use the damage rolls in order as appropritate. Less clicks and dialog boxes that way. Just my take.
1487462158
AquaAlex
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Translator
API Scripter
Elena S. said: The range formula in my macro is set up so that the range stops increasing at 10th level. That's the only real difference I see there. Since the number of missiles is variable based on level and the description calculates how many missiles are fired I just think it's easier to have all 5 display and use the damage rolls in order as appropritate. Less clicks and dialog boxes that way. Just my take. Yes I get that :), but for me I hate seeing unnecessary information :) so seeing 5 misile damage when i only cast 1 misile is wasted space. I just want to actually find a way to auto calculate how many dice damage to show as I also hate drop down boxes :) Is there a reason why range stops at 10th level, I did not see it in spell description? &nbsp;So I am not saying your script is bad. Just showing an alternative way of doing it. And not usign the level but rather the number of missiles to calculate number of missiles. :)
1487462348

Edited 1487462459
AquaAlex
Sheet Author
Translator
API Scripter
Gargamond said:&nbsp; I changed all my spells to ask the player what the caster level is. &nbsp;I had too many instances where different levels were used. &nbsp;Multiclass, wild mages, priests of specific mythoi, etc cause issues. Yes I also have that issue :) so on my sheet i just added the different class levels so the player would just put it in there instead of having to answer the question every time. So for instance in Turn Undead a paladin would set his WarriorLevel as 7 and his ClericLevel as 5. But this is just a way I am trying to use to get around the problem of what level you doing something as. I am still not happy with it, but hoping the more we discuss it the more chance it will be fixed in some way or someone will come up with a nice script to work it out :)
1487463546
AquaAlex
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Translator
API Scripter
Some really great macros here guys! And I learned about repeating sets. :)
1487464624
AquaAlex
Sheet Author
Translator
API Scripter
Gargamond said: The new ability check macro A shame that can't also do Chance to Learn Spell Check and Cleric chance to fail spell check, but otherwise another handy macro! Thanks