[Gaming] D&D Jay's Game - She's Dead Jim

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Yeah 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.

 
Yeah 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.
For an ivigorating attack that misses you could add
<!--
{TempHP = max(TempHP, ConMod+2)}
-->
And it would auto-update your TempHP on a miss. so you would only have to update on a hit.
 
I think I will go full front line leader, if the back wants leadership they can join me at the front.

<!--
{DragonBDam=if(state.Bloodied,3,0)}
-->
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.
 
Is 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}
 
Is 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}
Almost perfect! Here is my saving throw macro

<!--
{SV=d20}
-->
<b>Saving Throw: </b>{SV}<br>
<b>Saving Throw vs Poison: </b>{SV+5}
You just need some brackets around the original equation so that the program knows that it is an equation.

And this just got me thinking about Death Saves, if we had a *@DeathSave: 0 variable built in we could use it to count up until we die.

DeathSave = DeathSave + if{SV<=9,1,0}
state.Dead = if(DeathSave>=3, 1, 0)
 
That's the spirit!

So will doom ever decide on his magic items? Next level, I will have tons of front line healing abilities!

And I am stoked for the standard, possibly my favourite magic item and still the most useful.
 
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.
 
critdamphoto.jpg
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.
<!--
{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>
I bolded the items you need to change to fit your character
 
Boom.



This is gonna take some editing. :p

The cool thing is it won't take HALF this long to edit all these macros for Solaria.
 
Yep, the more you write and play around, the more you realize what you can do. I have a set of brute force macros set up for next Thursday, but I am playing around with a lot more things just by trying out new things.

Working with states now and generic macros for everyone (take a rest, death save, healing, take damage etc...)
 

doomdragon6

Staff member
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!
 
Oops, I forgot to add my extra 1d10 to that image above. Fixed now. I'm basically ready to go.

A short rest macro would be pretty easy and could be programmed to automatically take Solaria's Song of Rest into account too.
 
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!
Post your character sheet and we can work on it for you.
 
Hm.

For a short rest macro:

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.
The problem is that it wants me to enter a value for surgesSpent everytime it comes up in the code (4 times).
Added at: 15:31
Wait.

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.
Same problem, fixed another logic error I missed earlier.
 
Hm.

For a short rest macro:

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.
The problem is that it wants me to enter a value for surgesSpent everytime it comes up in the code (4 times).
Added at: 15:31
Wait.

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.
Same problem, fixed another logic error I missed earlier.
To work around having to enter surgesSpent every time add this at the top

{surgesSpent = GustoUsesHealingSurge} it will prompt you for GustoUsesHealingSurge just once and set surgesSpent for the rest of the macro.

Nice to see you realized that your first attempt overhealed you :)

My short and extended rest macros are all about adjusting states and temporary things like power points, death saves, etc ...
 
R

rathkor

O.O .... i'm looking all that and just thinking to myself: FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-----
 
I just did that dumb thing where I made macros for spending healing surges taking into account bonus healing, madea damage taking macro that would announce when I became bloodied, made macros to spend AP and get more at milestones, and macros to take an extended rest.

Then I did that dumb thing where I didn't save 'em, and now I don't wanna see Maptool for at least 12 hours.
 
I've since closed it down. It's gone.
Added at: 17:48
Thankfully those macros are incredibly common and work off base stats so they'll be easy to recreate and share.
 
Alright, dumb question: How do you load a saved pog? I'm fairly certain my macros are in there, since I save that pog compulsively.
 
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)}
 
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)}

Um... I'll just keep doing what I'm doing.

1d10 brutal 2 = 1d8+2.
Added at: 21:35
What the hell... why can't we just update our HP manually? This is getting odd.
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. ;)
 
Well the simplest way for you to update your HP is to write a macro

My current HP is {HitPoints = MyCurrentHitPoints}.
To do it manually is to Right Click the token, Edit, Token Properties, find the HitPoints Value and enter in a new one.
 
R

rathkor

Who wants to do all those macros for me? Eh? Eh? *crickets chirping* dammit. guess i gotta do it myself.
 
HC, do you see a TempHP deduction logic error in here somewhere? My syntax is apparently correct...

Code:
<!--
{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>
 
Since TempHP can't be negative, you don't need to test to see if it is greater than 0, try this instead

<!--
{damageTaken = damage}

{remainingDamage=max(damageTaken-TempHP,0)}

{TempHP = max(TempHP-damageTaken,0)}

{HitPoints = HitPoints-remainingDamage}
-->
 
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