
Jarrod . said:
Were they registering as 0s?
no i just wasn't showing them correctly. Now it will say "Critical Miss".
Jarrod . said:
Were they registering as 0s?
Kenny T. said:
Alex, i may have found one "bug" in your script. When making an attack roll that MATCHES a target's defense, it is being reported as a miss. I believe it should be a hit.
var EQUAL_TO_DEF_HIT = false;True means that if Attack = Defence it will hit, False means it will miss. It is set to false because that is the rule my GM uses.
Kenny T. said:
Alex, This thing is shaping up into something epic! Is it possible to add a damage type "all" ? so one can have a stat "all_resist"?
Saevar L. said:
when putting your script in I get this error "Cannot call method 'on' of undefined"
Jarrod . said:
I've been testing and it doesn't seem to me that there is any damage reduction with corresponding damage types that my sheets have the _resist attribute for, and I can't find what I'm doing wrong.
Is everyone using both boxes for the attributes of the resist? I was thinking that it was only the first box like with AC, Fort, Reflex and Will and such..i am only using the first
Alex L. said:
Kenny T. said:
Alex, i may have found one "bug" in your script. When making an attack roll that MATCHES a target's defense, it is being reported as a miss. I believe it should be a hit.
Check the top of the script, its a config option:var EQUAL_TO_DEF_HIT = false;True means that if Attack = Defence it will hit, False means it will miss. It is set to false because that is the rule my GM uses.
var EQUAL_TO_DEF_HIT=false;//hit on Def == to_hit. Default 4e = false
HoneyBadger said:
Alex L. said:
Kenny T. said:
Alex, i may have found one "bug" in your script. When making an attack roll that MATCHES a target's defense, it is being reported as a miss. I believe it should be a hit.
Check the top of the script, its a config option:var EQUAL_TO_DEF_HIT = false;True means that if Attack = Defence it will hit, False means it will miss. It is set to false because that is the rule my GM uses.
You should fix the comment in your script on line 26:var EQUAL_TO_DEF_HIT=false;//hit on Def == to_hit. Default 4e = false
To say that 'Default 4e = true' instead.
Kenny T. said:
So i wanted to make a direct-heal macro for one of my cleric characters based on your script (for all those random type heals he can do). the macro goes:
!power @{selected|token_id} "Healing" -t @{target|token_id} -c [[?{How Much HP?|0}]] -b [[?{How Much THP?|0}]]
So it prompts the macro user for a set number to heal and a set number to add to the THP bar.
typing in 5 for the hp prompt and 5 to the THP prompt should add 5 to each of those bars (in theory)
However when healing target who has 25 health for 5 health and 5 Temp results in his health bar becoming 255 and his THP becoming 5.
Does anyone see a mistake in my macro?
Fixed.Jarrod . said:
Is anyone else noticing a cumulative damage total when there's a critical hit rolled?
Here's what I'm getting:
The crit damage is fine as that is a roll and will vary. The normal damage, however, keeps going up. Here's the macro for the power:
Kenny T. said:
How does the SHOW_Rolsl option work? when i set it to "true" i can mouse over the inline damage rolls? i#ve tried it with both true and false values but not seeing any noticable changes. do i have to add a variable to the macros as well?
Kevin H. said:
I cant get the output in the chat to be formated like yours. I get this. What am i doing wrong?
Saevar L. said:
Is it possible to have maybe a macro which creates one of these powers onto a character represented token? (To save time on prep)
Kenny T. said:
a mouse over on attack rolls would be grand; i had my hunter hit between 13 and 15's 8 times on a row with her twin strike; so my party was like - "Kenny i don't know about these new macros, i think something is wrong." and i was like" it's cool, i just spent 3 hours changing all my macros to the new format, we can change back to the old ones, np." >.<
/sigh what ever happened to "for Science!"