Actually, I'm slowly teaching myself how to better combine javascript and css to create a really neat sheet that will create movable "windows" when you click on a power.Hawke wrote:Jeez, now you just needa setup a generator so we can create our own versions and I'll use nothing but your charsheet!Aria wrote:Actually, I can write that in javascript as well. It's part of how I created my HTML character sheet for 4th edition:
http://www.ariagames.net/characters/aria.html
MapTool 1.3 Development Build 38
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- Brigand
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- Great Wyrm
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With all these conditional in the parser (my eyes crossed and grey stuff started leaking out of my ears after the second post on the code), is there any way to use it to call a property before the die roller
I know the answer is probably no, but as I understand none of it, I thought I would ask.
I think this in on Giliaths list somewhere, but if this can provide it as an aside, it might help create some time for other projects.
I know the answer is probably no, but as I understand none of it, I thought I would ask.
I think this in on Giliaths list somewhere, but if this can provide it as an aside, it might help create some time for other projects.
Cweord
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- Mathemagician
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I'm not sure I fully understand what you want... can you provide an example of the syntax you want to use, or what effect you want to achieve?Cweord wrote:With all these conditional in the parser (my eyes crossed and grey stuff started leaking out of my ears after the second post on the code), is there any way to use it to call a property before the die roller
I know the answer is probably no, but as I understand none of it, I thought I would ask.
I think this in on Giliaths list somewhere, but if this can provide it as an aside, it might help create some time for other projects.
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- Great Wyrm
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What I am after, and would be useful for all dice pool systems is a way to call a property before the d (or the sr4 in my case) so I could have Strengthd6
I can do 5d6_strength, but you cant have it the other side of the d
I know it's something complex in the parser, Giliath has said as much - I just wondered if any of these functions might provide a way round it.
I can do 5d6_strength, but you cant have it the other side of the d
I know it's something complex in the parser, Giliath has said as much - I just wondered if any of these functions might provide a way round it.
Cweord
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The only way I can think of currently doing this is using evalCweord wrote:What I am after, and would be useful for all dice pool systems is a way to call a property before the d (or the sr4 in my case) so I could have Strengthd6
I can do 5d6_strength, but you cant have it the other side of the d
I know it's something complex in the parser, Giliath has said as much - I just wondered if any of these functions might provide a way round it.
Code: Select all
[ eval(strength + "d" + "6")]
« eval(strength+ "d" + 6) = eval(6 + "d" + 6) = 19 »
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- Great Wyrm
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not quite what I am after, I need strength to specify the number of d6 rolled, rather and just put a number in front
Cweord
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- Mathemagician
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It might be if it will work with the SR4 code
with Shadorun and World Of Darkness it's the number on each dice that counts - I don't know a lot about code - so couldn't tell reading the code, and didn't have a copy on hand.
I was more questioning (badly I will admit) weather it will work with the SR4 mechanism
6SR4 = 2, 5, 3, 6, 4, 6 (3 hits)
that is what the SR4 code puts out, with the number of hits being the number of dice that roll over 5
there are other things, but that is the crux of it
I'll try it as soon as I get a chance
with Shadorun and World Of Darkness it's the number on each dice that counts - I don't know a lot about code - so couldn't tell reading the code, and didn't have a copy on hand.
I was more questioning (badly I will admit) weather it will work with the SR4 mechanism
6SR4 = 2, 5, 3, 6, 4, 6 (3 hits)
that is what the SR4 code puts out, with the number of hits being the number of dice that roll over 5
there are other things, but that is the crux of it
I'll try it as soon as I get a chance
Cweord
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Ok you Savages, this seems to work for a Fighting attack in Savage Worlds. I html commented the values used in the equations but they show up in a chat export if I need to check them. I can also uncomment for debugging. I put some additional carriage returns in there for ease of reading.
It gives the following output
Adelmar the Large: Hits with a raise on a roll of 15 for 13 damage
Adelmar the Large: Hits on a roll of 5 for 9 damage
Adelmar the Large: Critically Misses on a roll of 1
Adelmar the Large: Misses on a roll of 3
Code: Select all
<!--ToHitTarget {TargetNumber=4}
Fatigue {Fat=Fatigue}
Wounds {Wnd=Wounds}
Fight {R=Fighting}
Wild {W=d6e}
Miss {Miss=if(R<2,1,0)}
Crit {CritMiss=if(R<2&&W<2>TargetNumber+4,MeleeDamage+d6e,MeleeDamage)}
Hit {Rhit=if(Roll>=TargetNumber,1,0)}-->
{if(CritMiss,' Critically ','')}
{if(Rhit,' <font>Hits</font> ',' Misses ')}
{if(Roll>TargetNumber+4,' with a <b>raise</b> ','')}
on a roll of {Roll}
{if(Rhit,' for <font>' + Damage + ' damage </font>','')}
Adelmar the Large: Hits with a raise on a roll of 15 for 13 damage
Adelmar the Large: Hits on a roll of 5 for 9 damage
Adelmar the Large: Critically Misses on a roll of 1
Adelmar the Large: Misses on a roll of 3
- jfrazierjr
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Cweord wrote:It might be if it will work with the SR4 code
with Shadorun and World Of Darkness it's the number on each dice that counts - I don't know a lot about code - so couldn't tell reading the code, and didn't have a copy on hand.
I was more questioning (badly I will admit) weather it will work with the SR4 mechanism
6SR4 = 2, 5, 3, 6, 4, 6 (3 hits)
that is what the SR4 code puts out, with the number of hits being the number of dice that roll over 5
there are other things, but that is the crux of it
I'll try it as soon as I get a chance
Umm I had no problem doing THIS:
Joe.Frazier:
« eval(Prop +Prop2 + "SR4") = eval(5 + 0 + "SR4") = Hits: 1 Ones: 3 *Glitch* Results: 4 1 1 1 5 »
Joe.Frazier:
« eval(Prop +Prop2 + "SR4") = eval(5 + 4 + "SR4") = Hits: 3 Ones: 2 Results: 1 3 5 4 3 1 5 6 2 »
Joe.Frazier:
« eval(Prop +Prop2 + "SR4") = eval(5 + 5 + "SR4") = Hits: 5 Ones: 1 Results: 4 1 6 6 6 5 2 5 4 4 »
each time, I was prompted for Prop and Prop2 and entered different numbers for Prop2 each time (to simulate Karma??) and had 5 represent Strength as in your example. Each time, it rolled the appropriate number of d6 dice and counted the hits and as you see, I even got a glitch!
Is that not what you want? Here is the code used:
[eval(Prop +Prop2 + "SR4")]
You should be able to swap out Prop and/or Prop2 for whatever toke properties you want...
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Get your Dropbox 2GB via my referral link, and as a bonus, I get an extra 250 MB of space. Even if you don't don't use my link, I still enthusiastically recommend Dropbox..
Get your Dropbox 2GB via my referral link, and as a bonus, I get an extra 250 MB of space. Even if you don't don't use my link, I still enthusiastically recommend Dropbox..