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Custom game macro & rolltemplate help pls. 'Multi Threaded' attacks possible in roll20?

Normal 0 21 false false false SV X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Normal tabell"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:8.0pt; mso-para-margin-left:0cm; line-height:107%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri",sans-serif; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;} Hi, Me and a friend are working on a character sheet for a d20 homebrew system. A Zombie survival game with fully automated weapons. One attack but with possibility that multiple rounds hitting targets from that one attack. One round is easy {{attack}} {{damage}} {{hitarea}}. Messing with {{nrhits}} variable but don’t know how to make that multiply the {{damage}} + {{hitarea}} rolls. We are kind of new to this and somebody must have done this before. Here is a 3 round burst macro ex; &{template:P0Attack} {{name=3-round-burst}} {{attack=[[1d20-2<@{selected|automaticweapon}]]}} {{nrhits=[[1d3]]}} {{damage=[[1d20]]}} {{LW=[[@{selected|repeating_weapons_$0_weaponls_min}]]}} {{SW=[[@{selected|repeating_weapons_$0_weaponas_min}]]}} {{DW=[[@{selected|repeating_weapons_$0_weaponds}]]}} {{hitarea=[[1t[Hittable-range]]]}} ‘Automaticweapon’ is the char skill for using automatic weapons. Trying to switch the x in {{damage=[[xd20]]}} don’t seem to work (template only multiplies value not multiple damages from multiple rolls). Damage resolve in ranges (DW=deadly wound) depending on different weapon damages. And rollable tables [[1t[Hittable-range]]] likewise wont stack in the template. Any suggestions?
1569370457

Edited 1569370592
Mike deBoston
Compendium Curator
The approach I've seen is that a single macro shows the "to hit" roll result, and several lines of "damage + hitarea" results. Write the macro to generate as many damage lines as are possible, probably 3. Then the player reads the first N lines as-needed. Joe fires: 15, 2 hits! Hit 1: 2 damage, thigh bone Hit 2: 4 damage, rib bone Hit 3: 17 damage, arm bone
Thank you for the quick feedback. Well the problem then would be full auto fire and modern firearms. They have a very high RPM so these attacks would completely fill the chat windows regardless of how many rounds actually hit targets making for a difficult play experience I think. Kriss vector SMG with 1200 RPM would potentially empty its clip every action. But far from all rounds will hit targets. The rule system for this game right now is that auto fire have three types of attack; 3 round burst, half auto and full auto. Full auto has least control but max amount rounds fired.
1569396284
GiGs
Pro
Sheet Author
API Scripter
It's not possible to do what you want without using an API script. You can do kind of a solution with a custom rolltemplate. You'd have to add an item to your template for every possible damage roll. If your autofire can do up to 20 hits, you;d need something like {{1hit=[[1d20]]}} {{2hit=[[2d20]]}} {{3hit=[[3d20]]}} and so on up to 20d20. Then in the rolltemplate logic, you'd use the {{nrhits}} variable to choose which of them to show in the output.
Thank you GiGs, second time you give us great help moving forward in this project!