Spoiler
[h:listOfSelectedTokens = getSelected()]
[h:switchToken(getSelected())]
[foreach(id, listOfSelectedTokens), code:{
<p>
[h:getName(id)]
Varl Attacking [r:token.name]
[h:damage = 3d10+44]
[attackroll = 1d20]
[h:hitMiss = if(attackroll >= 5,1,0)]
[if(hitMiss == 1), code:{
Feral varl Hit
[h:diff = max(0, damage - PD)] <!-- Passive Defence aka Armor -->
[h:HP = max(-10, HP - diff)]
[h:bar.Health = HP / MaxHP]
[r:token.name] takes [r:diff] damage.
};{
Varl Missed
}]
}]
[h: state.Dying = if(HP < 0 && HP > -10, 1, 0)]
[h: state.Dead = if(HP <= -10, 1, 0)]
[h: state.Wounded = if(HP < MaxHP/2 && !state.Dead, 1, 0)]
[h:switchToken(getSelected())]
[foreach(id, listOfSelectedTokens), code:{
<p>
[h:getName(id)]
Varl Attacking [r:token.name]
[h:damage = 3d10+44]
[attackroll = 1d20]
[h:hitMiss = if(attackroll >= 5,1,0)]
[if(hitMiss == 1), code:{
Feral varl Hit
[h:diff = max(0, damage - PD)] <!-- Passive Defence aka Armor -->
[h:HP = max(-10, HP - diff)]
[h:bar.Health = HP / MaxHP]
[r:token.name] takes [r:diff] damage.
};{
Varl Missed
}]
}]
[h: state.Dying = if(HP < 0 && HP > -10, 1, 0)]
[h: state.Dead = if(HP <= -10, 1, 0)]
[h: state.Wounded = if(HP < MaxHP/2 && !state.Dead, 1, 0)]
Spoiler
[h:listOfSelectedTokens = getSelected()]
[h:switchToken(getSelected())]
[foreach(id, listOfSelectedTokens), code:{
<p>
[h:getName(id)]
Attacking [r:token.name]
[damage = 3d10+44]
[h:targetAC = getProperty("Dodge", id)]
[defroll = 1d20]
[h:hitMiss = if(defroll <= Dodge,1,0)]
[if(hitMiss == 1), code:{
Varl Hit
[h:diff = max(0, damage - PD)] <!-- Passive Defence aka Armor -->
[h:HP = max(-10, HP - diff)]
[h:bar.Health = HP / MaxHP]
[r:token.name] takes [r:diff] damage.
};{
You Dodged
}]
}]
[h: state.Dying = if(HP < 0 && HP > -10, 1, 0)]
[h: state.Dead = if(HP <= -10, 1, 0)]
[h: state.Wounded = if(HP < MaxHP/2 && !state.Dead, 1, 0)]
[h:switchToken(getSelected())]
[foreach(id, listOfSelectedTokens), code:{
<p>
[h:getName(id)]
Attacking [r:token.name]
[damage = 3d10+44]
[h:targetAC = getProperty("Dodge", id)]
[defroll = 1d20]
[h:hitMiss = if(defroll <= Dodge,1,0)]
[if(hitMiss == 1), code:{
Varl Hit
[h:diff = max(0, damage - PD)] <!-- Passive Defence aka Armor -->
[h:HP = max(-10, HP - diff)]
[h:bar.Health = HP / MaxHP]
[r:token.name] takes [r:diff] damage.
};{
You Dodged
}]
}]
[h: state.Dying = if(HP < 0 && HP > -10, 1, 0)]
[h: state.Dead = if(HP <= -10, 1, 0)]
[h: state.Wounded = if(HP < MaxHP/2 && !state.Dead, 1, 0)]
Right now I simply run the dodge variant, so the first hit is automatic unless the player dodge, and the rest is tested vs Varl attack skill...