Imarkus, I have been looking around in your properties and toying with the macros.
I love your work. You're a genius of 3.5 macro scripts O:
If you design a stand-alone skill macro, or something that doesn't make my brain explode when I look at it, I would love to see it c:
Search found 76 matches
- Thu Mar 26, 2009 5:03 am
- Forum: Macros
- Topic: Skill Check Macro
- Replies: 21
- Views: 3064
- Wed Mar 25, 2009 2:22 pm
- Forum: D&D 3.5/Pathfinder 1e Campaign Macros
- Topic: [D&D3.5 + Pathfinder] MT1.3b63 Campaign Macros r05
- Replies: 1498
- Views: 222954
Re: D&D3.5 Pathfinder MT1.3b53 Campaign Macros
I just... I don't even know what to say..
This is just.. Wow.
This is just.. Wow.
- Wed Mar 25, 2009 1:46 pm
- Forum: Macros
- Topic: Invoker Macros
- Replies: 6
- Views: 1298
Re: Invoker Macros
If you want, we also have several nice macro creation and maintenance systems here on the boards. I personally like Veggiesama's macro creator, its pretty simple. You just plug in info as you go. I've heard Deviantnull's is nice, as well as Tk's and Pyromancers though I haven't looked at the last t...
Re: abort(0)
Personally, I've adopted MapTool as my virtual gaming program after several years of using OpenRPG and the frustations that come with dead-air open source software. No one is nor has been working on OpenRPG for ~2 years now and it's falling behind. I love that MapTool is nearly 100% customizable and...
- Mon Mar 23, 2009 11:55 am
- Forum: Macros
- Topic: Skill Check Macro
- Replies: 21
- Views: 3064
Re: Skill Check Macro
I was just thinking, couldn't I just continue with the list function I had in the OP and use a switch for the SkillMod variable? And create hiddens for the skill ranks and such?
It would be a really long macro, but it should theoretically work, right?
I'll have to try it out after work o:
It would be a really long macro, but it should theoretically work, right?
I'll have to try it out after work o:
- Mon Mar 23, 2009 3:37 am
- Forum: Macros
- Topic: Skill Check Macro
- Replies: 21
- Views: 3064
Re: Skill Check Macro
Okay, at the ability prompt, if I enter "Strength" or some other ability type, I get prompted for CharType, then the "input values" box. The only problem is, there are no skills in the dropdown list. When I hit OK, I get prompted for Ability, Ability, CheckPenalty, Spec, Mod, Spe...
- Mon Mar 23, 2009 3:26 am
- Forum: Macros
- Topic: Skill Check Macro
- Replies: 21
- Views: 3064
Re: Skill Check Macro
Okay, I'm looking over DeviantNull's 4e skill check macro, and it has tons of script I'm unfamiliar with. I've stared at it for quite some time and this is what I've come up with, I suppose. Using these properties: AbilityMod:StrMod; ConMod; DexMod; IntMod; WisMod; ChaMod; Skill:Appraise=0; Balance=...
- Mon Mar 23, 2009 2:16 am
- Forum: Macros
- Topic: Beats the "IF" out of me!
- Replies: 14
- Views: 843
Re: Beats the "IF" out of me!
You guys are my heroes.
Gotta love smart people c:
Gotta love smart people c:
- Mon Mar 23, 2009 1:33 am
- Forum: Macros
- Topic: Beats the "IF" out of me!
- Replies: 14
- Views: 843
Re: Beats the "IF" out of me!
Here's another "IF" question: [h: result = input("Charm | Chronocharm of the Horizon Walker,Chronocharm of the Laughing Rogue,Chronocharm of the Uncaring Archmage |Charm|LIST|VALUE=STRING")] [h: abort(result)] <b>ACTIVATING ITEM:</b> {Charm} [r: if(Charm == "Chronocharm of t...
- Mon Mar 23, 2009 12:33 am
- Forum: Macros
- Topic: Skill Check Macro
- Replies: 21
- Views: 3064
Skill Check Macro
I'm designing a list-type macro that calls upon skill modifiers, makes new ones, and allows me to store all the 3.5e D&D skills in one, huge macro. This is what I have so far: [h: result = input("Skill | Appraise,Balance,Bluff,Climb,Concentration,Control Shape,Craft,Decipher Script,Diplomac...
- Fri Mar 20, 2009 1:42 am
- Forum: Macros
- Topic: Setting up a Wild Magic casting macro
- Replies: 14
- Views: 1194
Re: Setting up a Wild Magic casting macro
Yup, that's pretty much exactly what it'll do. Yeah, I know it seems kinda counter-intuitive that you have to use the min function if you want to limit something to a maximum of 10, but that's because you're telling it to take the minimum of two values, your modified caster level, or 10. This means...
- Thu Mar 19, 2009 8:18 pm
- Forum: Macros
- Topic: Setting up a Wild Magic casting macro
- Replies: 14
- Views: 1194
Re: Setting up a Wild Magic casting macro
Actually.. if I read the whole thing again.. what you want is: [h: extraDice = 1d6] [h: fireBallDice = min(10, CLvl + extraDice)] Fireball!<br>[eval(fireBallDice + "d6")] You want to take the caster level and add 1d6 to increase the effective caster level. Then you want to take that resul...
- Thu Mar 19, 2009 12:47 am
- Forum: Macros
- Topic: Setting up a Wild Magic casting macro
- Replies: 14
- Views: 1194
Re: Setting up a Wild Magic casting macro
Assuming I change that "min" to a "max", you've answered my question. Thanks, brilliant people!
- Wed Mar 18, 2009 11:37 pm
- Forum: Macros
- Topic: Setting up a Wild Magic casting macro
- Replies: 14
- Views: 1194
Re: Setting up a Wild Magic casting macro
Oh, one more thing; can I set a maximum value?
Fireball caps out at 10d6, but the macro allows for 11+ d6 to be rolled. Do I just do a ceiling? OR SOME OTHER SPOOKY SCRIPTING SPELL?
Fireball caps out at 10d6, but the macro allows for 11+ d6 to be rolled. Do I just do a ceiling? OR SOME OTHER SPOOKY SCRIPTING SPELL?
- Wed Mar 18, 2009 11:33 pm
- Forum: Macros
- Topic: Setting up a Wild Magic casting macro
- Replies: 14
- Views: 1194
Re: Setting up a Wild Magic casting macro
You crazy scripting wizards!
Thanks a bunch C:
Thanks a bunch C: