BigO wrote:palmer wrote:Full Bleed wrote:palmer wrote:Excellent... I just wish there was some central repository of these code snips, instead of having to hunt through 20 threads at 6 pages each.
I agree. I worked this out (with assistance) through a couple other threads and a PM or two and I think it's probably a fairly common effect that many users would like.
The trick is to give the developers some time and they'll get around to making stuff like this a little more accessible.
Next on the hit list - is there any way to do dice rolls inside of if() and still have the tooltip breakdown? Thusfar it doesn't seem to work, and I can't find any way of looking up the if() syntax with any reasonable chance of success.
I'm not sure what you mean. Can you provide an example?
4e Goblin Skullcleaver. d10+5 damage, or 2d10+5 if bloodied. I have:
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Damage: {if(state.Bloodied == 1, 2d10+5, 1d10+5)} damage.
Macro output will just spit out the result. It won't be highlighted, it has no tooltip, theres no way to actually see the die roll.
The result is accurate, certainly. Dozens of test runs proved that. I just have no way of actually seeing the die roll proper.
If I try square brackets, braces or evals, it just throws errors. Maybe eval is the trick, but I don't know how to properly format it in that case.
If I go
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Damage: {if(state.Bloodied == 1, "[2d10+5]", "1d10+5")} damage.
It returns the result to chat as literal string, unrolled.
I get either
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Damage: 1d10+5 damage.
or
Damage: [2d10+5] damage.
I'm not sure this could be considered a bug proper, but at least from my perspective it is undesired, and more importantly, unexpected behaviour.