Search found 76 matches

by God Returns
Thu Mar 26, 2009 5:03 am
Forum: Macros
Topic: Skill Check Macro
Replies: 21
Views: 3064

Re: Skill Check Macro

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:
by God Returns
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.
by God Returns
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...
by God Returns
Tue Mar 24, 2009 12:08 am
Forum: Macros
Topic: abort(0)
Replies: 28
Views: 1098

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...
by God Returns
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:
by God Returns
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...
by God Returns
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=...
by God Returns
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:
by God Returns
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...
by God Returns
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...
by God Returns
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...
by God Returns
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...
by God Returns
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!
by God Returns
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?
by God Returns
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:

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