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<blockquote data-quote="Ftr" data-source="post: 5144512" data-attributes="member: 88732"><p><strong>Macros</strong></p><p></p><p>Okay, folks! I am so excited and proud of myself, I have to share. I finally figured out how to make a macro for an attack that does crits and fumbles. This may not seem like a big deal, but its been driving me crazy for weeks now. Any way first I'll lay out the code for a Basic Mele Attack:</p><p></p><p>----------------------------------------------------------------------</p><p></p><p>[h: attMod = 4+2+1]</p><p>[h: wismod = 4]</p><p>[h: critTgt = 20]</p><p>[h: fumRng = 1]</p><p>[h: attD20 = d20]</p><p>[h: maxdmg = 10]</p><p></p><p><b><font color="green">BMA Morningstar</font color><br></p><p>The spiked steel head<br></p><p>flashes towards the enemy</b><br></p><p>Standard Action - Melee weapon<br></p><p>Uses Melee Training: Wisdom<br></p><p></p><p><b><font color="red">[t: attRoll = attD20 + attMod]</b></font color> WIS vs AC to attack<br></p><p></p><p>[if(attD20 >1 && attD20 <20), code:{<b><font color="red">[t: roll(1,10)+wismod]</b></font color> weapon damage<br></p><p>} ; {}]</p><p></p><p>[if(attD20 <= fumRng), code:{Fumble!<br>} ; {}] </p><p></p><p>[if(attD20 >= critTgt), code:{<b><font color="red">Critical!</b></font color><br></p><p><b><font color="red">[t: maxdmg+wismod]</b></font color> weapon damage<br>} ; {}]</p><p></p><p>-----------------------------------------------------------------------</p><p></p><p>At the top you will see a set of variables that the code below will use just like an algebra equation. For most of you wismod will be traded fro strmod or whatever ability score your combat skill is based on. Just make sure you change it in the lower parts of the code as well.</p><p></p><p>This macro uses a series of "IF, THEN" statements just like algebra to tell the macro what to do. First it rolls a d20 and adds the <strong>attmod</strong> (attack modifiers like ability modifier + level bonus + weapon prof bonus + etc). Then it uses the next three sets of code to compare the roll against the variables set at the top for fumble range and crit range (so you can set it for a weapon with increased crit ranges). Each path has a result that it notes and displays, such as "Fumble!" and doesn't even roll for damage, "Critical!" and uses the maxdmg variable to figure out damage. I have even figured out a way to add a few more variables to account fot magic weapons that add extra damage on a crit.</p><p></p><p>If you like this, feel free to copy and paste it into maptools and play with it a bit to make it work for your characters. You can also email me your character sheets if you already haven't and I can make you a set of macros with this new code (it may take me till next week to get them done).</p><p></p><p>Enjoy,</p><p></p><p>Jim</p></blockquote><p></p>
[QUOTE="Ftr, post: 5144512, member: 88732"] [b]Macros[/b] Okay, folks! I am so excited and proud of myself, I have to share. I finally figured out how to make a macro for an attack that does crits and fumbles. This may not seem like a big deal, but its been driving me crazy for weeks now. Any way first I'll lay out the code for a Basic Mele Attack: ---------------------------------------------------------------------- [h: attMod = 4+2+1] [h: wismod = 4] [h: critTgt = 20] [h: fumRng = 1] [h: attD20 = d20] [h: maxdmg = 10] <b><font color="green">BMA Morningstar</font color><br> The spiked steel head<br> flashes towards the enemy</b><br> Standard Action - Melee weapon<br> Uses Melee Training: Wisdom<br> <b><font color="red">[t: attRoll = attD20 + attMod]</b></font color> WIS vs AC to attack<br> [if(attD20 >1 && attD20 <20), code:{<b><font color="red">[t: roll(1,10)+wismod]</b></font color> weapon damage<br> } ; {}] [if(attD20 <= fumRng), code:{Fumble!<br>} ; {}] [if(attD20 >= critTgt), code:{<b><font color="red">Critical!</b></font color><br> <b><font color="red">[t: maxdmg+wismod]</b></font color> weapon damage<br>} ; {}] ----------------------------------------------------------------------- At the top you will see a set of variables that the code below will use just like an algebra equation. For most of you wismod will be traded fro strmod or whatever ability score your combat skill is based on. Just make sure you change it in the lower parts of the code as well. This macro uses a series of "IF, THEN" statements just like algebra to tell the macro what to do. First it rolls a d20 and adds the [B]attmod[/B] (attack modifiers like ability modifier + level bonus + weapon prof bonus + etc). Then it uses the next three sets of code to compare the roll against the variables set at the top for fumble range and crit range (so you can set it for a weapon with increased crit ranges). Each path has a result that it notes and displays, such as "Fumble!" and doesn't even roll for damage, "Critical!" and uses the maxdmg variable to figure out damage. I have even figured out a way to add a few more variables to account fot magic weapons that add extra damage on a crit. If you like this, feel free to copy and paste it into maptools and play with it a bit to make it work for your characters. You can also email me your character sheets if you already haven't and I can make you a set of macros with this new code (it may take me till next week to get them done). Enjoy, Jim [/QUOTE]
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