Next up will be the Ranged Macros, same as before I need to implement number of successes and failures and you will need the "Ammo" Script for the ammo to be deducted from your token but other than that it works pretty well! Ballistic Skill Test !Power {{ --name|@{selected|token_name} is attacking @{target|token_name}! --inlinereplace|BS|@{selected|BS} --inlinereplace|Modifier|?{Modifier|0} --inlinereplace|Rnge|?{Range| Point Blank (+30), [Point Blank] 30| Short Range (+10), [Short Range] 10| Standard range (+0), [Standard Range] 0| Long Range (-10), [Long Range] -10| Extreme Range (-30), [Extreme Range] -30} --inlinereplace|Aim|?{Aim | No aim (+0), [No Aim] 0| Half aim (+10), [Half Aim] 10| Full aim (+20), [Full Aim] 20} --inlinereplace|AType|[[ [$Rat] 0d0 + ?{Rate of Fire| Standard (+10), [Standard] 10| Semi Auto (+0), [Semi Auto] 0| Full Auto (-10), [Full Auto] -10| Called Shot (-20), [Called Shot] -20}]] --inlinereplace|Called Shot|?{Called Shot | No, [[1t[Hitloc]]]| Head, Head| Right Arm, Right Arm| Left Arm, Left Arm| Body, Body| Right Leg, Right Leg| Left Leg, Left Leg} --inlinereplace|Tal|?{Talent|No, 0| Deadeye Shot (+10), [Deadeye Shot] 10} --tokenid|@{selected|token_id} --target_list|@{target|token_id} --emote|VS --leftsub|?{Weapon | Minerva Aegis (1D10+2), Minerva Aegis| Las Carbine (1D10+2), Las Carbine| Rusty Autogun (1D10+2), Rusty Autogun| Laspistol (1D10+2), Laspistol| Old Revolver (1D10+1), Old Revolver| Knife (1D5), Knife} --hroll|[[ [$Wpn] 0d0 + ?{Weapon Type | Minerva Aegis, 1| Las Carbine, 2| Rusty Autogun, 3| Laspistol, 4| Old Revolver, 5| Knife, 6}]] -- ?? $Wpn == 1 AND $Rat == 10 ?? soundfx|_audio,play,nomenu|Lasgun Single Attack -- ?? $Wpn == 1 AND $Rat == -20 ?? soundfx|_audio,play,nomenu|Lasgun Single Attack -- ?? $Wpn == 1 AND $Rat == 0 ?? soundfx|_audio,play,nomenu|Lasgun Semi-Auto Attack -- ?? $Wpn == 1 AND $Rat == -10 ?? soundfx|_audio,play,nomenu|Lasgun Semi-Auto Attack -- ?? $Wpn == 4 ?? soundfx|_audio,play,nomenu|Laspistol Attack -- ?? $Wpn == 2 AND $Rat == 10 ?? soundfx|_audio,play,nomenu|Lascarbine Single Attack -- ?? $Wpn == 2 AND $Rat == -20 ?? soundfx|_audio,play,nomenu|Lascarbine Single Attack -- ?? $Wpn == 2 AND $Rat == 0 ?? soundfx|_audio,play,nomenu|Lascarbine Semi-Auto Attack -- ?? $Wpn == 3 AND $Rat == 10 ?? soundfx|_audio,play,nomenu|Autopistol Single Attack -- ?? $Wpn == 3 AND $Rat == -20 ?? soundfx|_audio,play,nomenu|Autopistol Single Attack -- ?? $Wpn == 3 AND $Rat == 0 ?? soundfx|_audio,play,nomenu|Autogun Semi-Auto Attack -- ?? $Wpn == 3 AND $Rat == -10 ?? soundfx|_audio,play,nomenu|Autogun Automatic Attack -- ?? $Wpn == 1 ?? vfxattr *1|@{selected|token_id} EffectOnAttackLaser -- ?? $Wpn == 2 ?? vfxattr *2|@{selected|token_id} EffectOnAttackLaser -- ?? $Wpn == 4 ?? vfxattr *3|@{selected|token_id} EffectOnAttackLaser -- ?? $Wpn == 5 ?? soundfx|_audio,play,nomenu|Stub Revolver Single Attack -- ?? $Wpn == 6 ?? soundfx|_audio,play,nomenu|Knife Throw --Attack| [[ [$Atk] 1D100 ]] vs **Ballistic Skill** [#[ [$Def] 0d0 + ~BS$ + ~Modifier$ + ~Aim$ + ~AType$ + ~Rnge$ + ~Tal$ ]#] -- ?? $Atk > 93 AND $Wpn == 1 ?? !Jam|@{selected|token_name} weapon has Jammed! **Reliable** [[1d10]] -- ?? $Atk > 93 AND $Wpn == 2 ?? !Jam|@{selected|token_name} weapon has Jammed! **Reliable** [[1d10]] -- ?? $Atk > 93 AND $Wpn == 4 ?? !Jam|@{selected|token_name} weapon has Jammed! **Reliable** [[1d10]] -- ?? $Atk > 93 AND $Wpn == 3 ?? !Jam|@{selected|token_name} weapon has Jammed! -- ?? $Atk > 93 AND $Wpn == 5 ?? !Jam|@{selected|token_name} weapon has Jammed! -- ?? $Atk == 100 OR $Atk.total > $Def.total ?? !Miss|@{selected|token_name} missed. -- ?? $Atk == 100 or $Atk.total > $Def.total ?? soundfx|_audio,play,nomenu|Ricochet -- ?? $Atk == 1 OR $Atk.total <= $Def.total ?? Hit:|@{selected|token_name} hits @{target|token_name} in the ~Called Shot$! }} !ammo @{selected|token_id} Ammo ?{Ammo Usage|-1}
Ranged Damage !Power {{ --name|@{selected|token_name} is attacking @{target|token_name}! --inlinereplace|Tt|(floor(@{target|T}/10)) --inlinereplace|Called Shot|?{Called Shot | Head, Head| Right Arm, Right Arm| Left Arm, Left Arm| Body, Body| Right Leg, Right Leg| Left Leg, Left Leg} --inlinereplace|Wpn|?{Weapon | Minerva Aegis (1D10+2 Pen:0), [Minerva Aegis] 1d10+2| Las Carbine (1D10+2 Pen:0), [Las Carbine] 1d10+2| Rusty Autogun (1D10+2 Pen:0), [Rusty Autogun] 1d10+2| Laspistol (1D10+2 Pen:0), [Laspistol] 1d10+2| Old Revolver (1D10+1 Pen:0), [Old Revolver] 1d10+1| Knife (1D5 Pen:0), [Knife] 1d5} --hroll|[[ [$Wep] 0d0 + ?{Choose Weapon | Minerva Aegis, 1| Las Carbine, 2| Rusty Autogun, 3| Laspistol, 4| Old Revolver, 5| Knife, 6} ]] [[ [$Rat] 0d0 + ?{Rate of Fire| Standard, [Standard] 10| Semi Auto, [Semi Auto] 0| Full Auto, [Full Auto] -10| Called Shot, [Called Shot] -20} ]] --inlinereplace|Head|[[ {0d0 , 0d0 + @{target|Headarmourvalue} - ?{Pen | Minerva Aegis,0| Las Carbine,0| Rusty Autogun,0| Laspistol,0| Old Revolver,0| Knife,0} }kh1 ]] --inlinereplace|Larm|[[ {0d0 , 0d0 + @{target|LeftArmarmourvalue} - ?{Pen | Minerva Aegis,0| Las Carbine,0| Rusty Autogun,0| Laspistol,0| Old Revolver,0| Knife,0} }kh1 ]] --inlinereplace|Rarm|[[ {0d0 , 0d0 + @{target|RightArmarmourvalue} - ?{Pen | Minerva Aegis,0| Las Carbine,0| Rusty Autogun,0| Laspistol,0| Old Revolver,0| Knife,0} }kh1 ]] --inlinereplace|Body|[[ {0d0 , 0d0 + @{target|Bodyarmourvalue} - ?{Pen | Minerva Aegis,0| Las Carbine,0| Rusty Autogun,0| Laspistol,0| Old Revolver,0| Knife,0} }kh1 ]] --inlinereplace|Lleg|[[ {0d0 , 0d0 + @{target|LeftLegarmourvalue} - ?{Pen | Minerva Aegis,0| Las Carbine,0| Rusty Autogun,0| Laspistol,0| Old Revolver,0| Knife,0} }kh1 ]] --inlinereplace|Rleg|[[ {0d0 , 0d0 + @{target|RightLegarmourvalue} - ?{Pen | Minerva Aegis,0| Las Carbine,0| Rusty Autogun,0| Laspistol,0| Old Revolver,0| Knife,0} }kh1 ]] --inlinereplace|Hloc|[#[ [$Hit] 0d0 + ?{Hit Location | Head, ~Head$| Right Arm, ~Rarm$| Left Arm, ~Larm$| Body, ~Body$| Right Leg, ~Rleg$| Left Leg, ~Lleg$} ]#] --inlinereplace|Modifier|?{Cover | No, 0| Light Wood or Metal, 4| Heavy Wood or Sandbags, 8| Rockcrete or Stone, 16| Plasteel or Armaplas, 32} --tokenid|@{selected|token_id} --target_list|@{target|token_id} --emote|VS --Attack#?{Number of attacks|1}| @{target|token_name} takes [#[ [$Crt] 0d0 + ~Wpn$ - ~Modifier$ - ~Tt$ - ~Hloc$ ]#] **?{Damage Type | Energy| Rending| Impact| Explosive}** Damage to the ~Called Shot$! -- ?? $Wep == 1 AND $Rat == 10 ?? soundfx|_audio,play,nomenu|Laser Impact -- ?? $Wep == 1 AND $Rat == -20 ?? soundfx|_audio,play,nomenu|Laser Impact -- ?? $Wep == 1 AND $Rat == 0 ?? soundfx|_audio,play,nomenu|Laser Semi-Auto Impact -- ?? $Wep == 1 AND $Rat == -10 ?? soundfx|_audio,play,nomenu|Laser Automatic Impact -- ?? $Wep == 2 AND $Rat == 10 ?? soundfx|_audio,play,nomenu|Laser Impact -- ?? $Wep == 2 AND $Rat == -20 ?? soundfx|_audio,play,nomenu|Laser Impact -- ?? $Wep == 2 AND $Rat == 0 ?? soundfx|_audio,play,nomenu|Laser Semi-Auto Impact -- ?? $Wep == 3 AND $Rat == 10 ?? soundfx|_audio,play,nomenu|Medium Bullet Impact -- ?? $Wep == 3 AND $Rat == -20 ?? soundfx|_audio,play,nomenu|Medium Bullet Impact -- ?? $Wep == 3 AND $Rat == 0 ?? soundfx|_audio,play,nomenu|Medium Bullet Impact -- ?? $Wep == 3 AND $Rat == 0 ?? soundfx|_audio,play,nomenu|Bullet Impact -- ?? $Wep == 3 AND $Rat == -10 ?? soundfx|_audio,play,nomenu|Bullet Automatic Impact -- ?? $Wep == 4 ?? soundfx|_audio,play,nomenu|Laser Impact -- ?? $Wep == 5 ?? soundfx|_audio,play,nomenu|Small Bullet Impact -- ?? $Wep == 6 ?? soundfx|_audio,play,nomenu|Knife Hit -- ?? $Atk == 1 OR $Atk.total <= $Def.total ?? audioattr *1|@{target|token_id} AudioOnHurt -- ?? $Atk == 1 OR $Atk.total <= $Def.total ?? vfxattr *1|@{target|token_id} EffectOnHurt }}