For an ivigorating attack that misses you could addYeah I was thinking something like:
(Invigorating Attack)
To Hit: 26
Damage: 19, and I gain {2*ConMod+2} temporary hit points.
Miss: I gain {ConMod+2} temporary hit points.
(Non-invigorating Attack)
To Hit: 26
Damage: 19, and I gain {ConMod} temporary hit points.
And it would auto-update your TempHP on a miss. so you would only have to update on a hit.<!--
{TempHP = max(TempHP, ConMod+2)}
-->
Rathkor, that code will check to see if you are bloodied and if you are, it will set DragonBDam to 3, so all you need to do is add that line before your damage calculations and include the DragonBDam in the damage calc.<!--
{DragonBDam=if(state.Bloodied,3,0)}
-->
Almost perfect! Here is my saving throw macroIs there a way to define a variable within a macro?
Here's what I'm trying to do:
Code:<!-- Save = {1d20} --> <b>Save:</b> {Save} <b>Save vs. Poison Effects:</b> {Save+5}
You just need some brackets around the original equation so that the program knows that it is an equation.<!--
{SV=d20}
-->
<b>Saving Throw: </b>{SV}<br>
<b>Saving Throw vs Poison: </b>{SV+5}
Ah, gotcha.
All my programming headaches from 2004-06 are coming back to me.
Are there boolean variables? If so, how do you assign them?
I ask because it would be cool to print CRITICAL! and print max damage in the event of a natural 20.
I bolded the items you need to change to fit your character<!--
{MyRoll=1d20}
{HitBonus=StrMod+HalfLevel+3}
{DamBonus=StrMod}
-->
<b>To Hit</b>(1d20+{HitBonus}) : <font color="#0000ff"><b>{MyRoll+HitBonus} </b></font><font color="#ff0000"><b>{if(MyRoll==20," Critical Hit!","")}</b></font>
<br>
<b>Damage</b>(1d8+{DamBonus}) : <font color="#0000ff"><b>{if(MyRoll==20,8+DamBonus+CriticalWeaponBonusDamage,1d8+DamBonus)}</b></font>
Post your character sheet and we can work on it for you.I have so little time recently. There's no way I'll have the time to sit down and figure out all these macros.
Speaking of no time, I'm still in the midst of a move, and we're moving in Wednesday-Thursday, so it's unlikely I'll be able to play next week. Either because we'll be busy, or because we won't even have internet there.
Blarg. I don't like having to skip games, guise!
<!--
{SurgesLeft = SurgesLeft - surgesSpent}
{HitPoints = max(MaxHP, HitPoints+(surgesSpent*SurgeValue))}
-->
I use <B>{surgesSpent}</B> healing surges to gain <B>{surgesSpent*SurgeValue}</B> HP, bringing me to a total of <B>{HitPoints}</B> HP.
<!--
{SurgesLeft = SurgesLeft - surgesSpent}
{HitPoints = HitPoints+(surgesSpent*SurgeValue)}
{HitPoints = min(HitPoints, MaxHP)}
-->
I use <B>{surgesSpent}</B> healing surges to gain <B>{surgesSpent*SurgeValue}</B> HP, bringing me to a total of <B>{HitPoints}</B> HP.
To work around having to enter surgesSpent every time add this at the topHm.
For a short rest macro:
The problem is that it wants me to enter a value for surgesSpent everytime it comes up in the code (4 times).Code:<!-- {SurgesLeft = SurgesLeft - surgesSpent} {HitPoints = max(MaxHP, HitPoints+(surgesSpent*SurgeValue))} --> I use <B>{surgesSpent}</B> healing surges to gain <B>{surgesSpent*SurgeValue}</B> HP, bringing me to a total of <B>{HitPoints}</B> HP.
Added at: 15:31
Wait.
Same problem, fixed another logic error I missed earlier.Code:<!-- {SurgesLeft = SurgesLeft - surgesSpent} {HitPoints = HitPoints+(surgesSpent*SurgeValue)} {HitPoints = min(HitPoints, MaxHP)} --> I use <B>{surgesSpent}</B> healing surges to gain <B>{surgesSpent*SurgeValue}</B> HP, bringing me to a total of <B>{HitPoints}</B> HP.
It was more like it would take my new total (48/57) and compare it to 57, and then just give me my max HP. Did the whole thing backwards.Nice to see you realized that your first attempt overhealed you
Window -> Library
Find it and drag it on to the map
Brutal Weapon!
{reroll(a,b,c)}
a= #dice to roll
b= sides to the dice
c= value to reroll if less than
for a craghammer {reroll(1,10,3)}
You can, I'm just making a little thing that prompts me for damage taken then announces my current HP/HP total/bloodied status so that HC will have an easier time keeping an eye on my wellbeing. It's sliiiiightly easier in the long run.What the hell... why can't we just update our HP manually? This is getting odd.
To do it manually is to Right Click the token, Edit, Token Properties, find the HitPoints Value and enter in a new one.My current HP is {HitPoints = MyCurrentHitPoints}.
<!--
{damageTaken = damage}
{remainingDamage=0}
{if(TempHP>0,remainingDamage==damageTaken-TempHP,remainingDamage==0)}
{if(TempHP>0,TempHP==TempHP-damagetaken,TempHP==TempHP)}
{TempHP = max(TempHP,0)}
{remainingDamage = max(remainingDamage,0)}
{HitPoints = HitPoints-remainingDamage}
-->
<font color="#ff0000"><B>{if(HitPoints<=BloodiedHP,"I am bloodied.","")}</B></font>
<!--
{damageTaken = damage}
{remainingDamage=max(damageTaken-TempHP,0)}
{TempHP = max(TempHP-damageTaken,0)}
{HitPoints = HitPoints-remainingDamage}
-->