Veggiesama wrote:Custom tooltips definitely sound like the way to go. And you're right about the little box being clumsy. I'll admit I didn't look too much at what everyone else was doing (didn't want to steal TOO much code), but right now I'm a bit burned out on writing macros. I'll collect a few more fresh ideas and jump back into it later.
Hay it doesn't matter. It's like the old saying "Don't try to reinvent the wheel". If something works and it does it in a good way that you like then use it.
Veggiesama wrote:
And you're right about the CODE thing. Must have mixed it up in my head. That power creator macro is a hideous mass of tangled code, so I have a certain dread about looking through it again. =P
I know how you feel I go on long coding sprees followed by a bit of a break cause a lot of my macros are pretty big and though I try to organize them sometimes due to MT limitations I end up hack n slashing a bunch of things around at the last min cause what I wrote ran into the "displays in chat but doesn't run bug".
Veggiesama wrote:
I like the way you used colors and font formats to disambiguate the rolls. The benefit of having a set of templates to edit is the flexibility, but I just really wanted a quick, no-code option for complete MapTool newbies.
Well even so you are actually asked the user to enter the Attack & Damage formulas which is basically the same things as having them make the code it's just displayed easier so they don't have to worry as much about syntax.
With the Template I've actually been considering making a macro that creates a macro for the user. Though it's a long way off but it would tie into my template setup quite nicely. I'm going to make a Lib:Token macro that handles all the code like the template does now and even add some more support cause right now I have 3 different templates for weapons, and 2 for implements. One of the alternatives for each handles "Ammo" the other on weapon is for powers that let you choose Melee/Range such as Twin Strike.
Anyhow if I ever get to the point it would basically create a macro with the same type of variable setup in the button followed by it passing all those values to the Main Macro on the Lib:Token. So first it's completely rework the attack macro followed by setting up system that lets you pass the variables to it. It's not as simple as copy/paste my old template which is an "option" but I wanna rework it cause there are a lot of things it does that I don't like the way it handles which won't allow for curtain items such as High Crit Weapons. Then I plan to add a whole tooltip setup to the rolls which it doesn't currently have. So it's better to start from scratch
. Cause sometimes you just have to scrap a coding setup and start anew to improve it. Which I've actually done several times to my macros hehe.
Veggiesama wrote:
Ideally, I want someone to enter the prop names for attack and damage rolls and be done. It's a little more verbose than I'd like, but there's only ~20 or so properties to worry about. And the reason you have to enter the code for each power is that so many of them change. Some use 1(W), some 3(W), some give you no Str bonus to dmg, and some give you Str+Wis, and some do other crazy things. All of the actual variables are handled elsewhere, like in the Equip/Edit Weapons macro, and can be swapped out during play.
You can actually handle that as my template handles all those options currently. Have them enter then #W in one of the slots and it will then roll the weapon dice that many times. Something simple like this can do it.
Code: Select all
[DamageDone = 0]
[C(WCount): DamageDone = DamageDone + Mainhand_WpnDmgDice]
The other stuff requires more options which you need to keep track of. Which I know can be pesky I got several variables at the top of my template. The good thing though is since those cases are rare most of them you don't need to worry about changing them.
Veggiesama wrote:
Finally, I *believe* the power creator macro is campaign properties independent. If you use "StrMod" instead of "StrBonus", you can change that without having to edit the campaign properties macro. I think the only variable referenced specifically is "Private," at
knizia.fan's request. I might be wrong.
Well most people stick to the ***Bonus setup. I know I use them in my token even though they are in a string prop and you run the varsFromStrProp() at the start of most macros to get them into normal variable format so you don't have to do a ton of getStrProp() commands hehe.
And yea the power creator macro is independent of the campaign in large part because it requires you enter the variable names. But at the same time it means that the user is gonna need some knowledge of the code and their token variable setup in order to use it. This is gonna be true of any power generator that works independently of a predetermined token props setup.
I would advise potentially added an option that saves the last macro the person made into the prompt because if they are using a different variable system it's gonna get very annoying for them to constantly edit it.