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Rolemaster open-ended macro

A year ago, someone tried to get the Dev team to make a Rolemaster Open-End roll option and it failed to generate enough interest to convince the Dev&nbsp; Team to make it for us:&nbsp;&nbsp; <a href="https://app.roll20.net/forum/post/7019935/rolemaster-open-ended-d100" rel="nofollow">https://app.roll20.net/forum/post/7019935/rolemaster-open-ended-d100</a> I would like to try a different option.&nbsp; I have figured out that we can combine inline, exploding, above 95 but if we try to add in the open-end-low or Critical Fumble, it does not work as well.&nbsp; i.e.&nbsp;&nbsp;[[1d100!&gt;95 ]] will work and we can add in a variable or Total Bonus like&nbsp;[[1d100!&gt;95 + 85 ]].&nbsp; If anyone can find a way to change the default fumble range from 1 to 5 so it puts the red border around the box, that would allow me to have a second macro that asks for the fumble roll--1 to 5--and then rolls the rest of the fumble and calculates appropriately.&nbsp; If I try to add in a cf&gt;5 or f&gt;5 with adding in the Bonus, if changes the output to only show the bonus no matter what is rolled, it only displays the bonus.&nbsp; It is almost as though you put too many operands modifying the die roll and it gets confused.&nbsp; &nbsp;Am I missing something?
1577487905
Diana P
Pro
Sheet Author
On the RMSS sheet template I started with a construct like:&nbsp;&nbsp; [[1d100!&gt;95cf&lt;5cf=66cs=66cs=100 +27 ]]&nbsp; which works fine.&nbsp; This will color everything which rolls 5 or below with red, anything which rolls a natural 66 with blue, and a natural 100 with green.&nbsp; Note that if you roll, for example, a 100 followed by a 4, it will also color it blue, and if you roll a 96 followed by a 3, it will color it red so you will have to mouse over it to verify whether it is truly a fumble or not. Hope this helps.
Thank you very much
1577734382
GiGs
Pro
Sheet Author
API Scripter
Should this part =66cs=66cs= be =66cs=66cf= &nbsp;?
1577745199
Diana P
Pro
Sheet Author
GiGs said: Should this part =66cs=66cs= be =66cs=66cf= &nbsp;? Nope,&nbsp; the part that links the colors is before the equal sign.&nbsp; so it's cf=66 to tell it that 66 is a fail and then cs=66 to tell it that it's a success so it is colored blue.&nbsp; You can't intermingle cf and cs; they have to be grouped together.&nbsp; The 95 is part of the !&gt;95 to get it to open up. Parsing it would be 1d100!&gt;95 cf&lt;5 cf=66 cs=66 cs=100 but if you have the spaces in there, it won't work.&nbsp; But it's basically, Reroll and add to the total if you get above 95, color it red if it's 5 or below (so I know to check for an open ended down roll), color it red if it's a 66, color it green if it's a 66 (which makes the color it blue if it's a 66) so I know to check for specials if I need that for this particular type of roll, then color it green if it's a natural 100 if I need to know that for this particular type of roll. In the version of the character sheet you are helping me with the sheetworkers on, I use the custom roll templates to flag the natural 66's (and provide additional information for the natural 100's and another roll to subtract from the total if you roll 5 or below.&nbsp; So an equivalent roll looks more like [[1d100!&gt;@{oeuproll}cf&lt;@{oedownroll}cs=100 +[[@{srob-list1}]] +?{Other bonus/penalty?|0}]]&nbsp; and then has a check like {{highlight66= [[66 +[[@{srob-list1}]] +?{Other bonus/penalty?|0} ]]}} to look for the natural 66 rolls.
1577749181
GiGs
Pro
Sheet Author
API Scripter
Diana P said: GiGs said: Should this part =66cs=66cs= be =66cs=66cf= &nbsp;? Nope,&nbsp; the part that links the colors is before the equal sign.&nbsp; so it's cf=66 to tell it that 66 is a fail and then cs=66 to tell it that it's a success so it is colored blue.&nbsp; You can't intermingle cf and cs; they have to be grouped together.&nbsp; The 95 is part of the !&gt;95 to get it to open up. oh yes, of course, i misread the order.&nbsp; rolltemplates do make some things easier (if being a bit clunky to implement).