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Starfinder macros

Posted: Tue Feb 27, 2018 6:16 am
by metatheurgist
Made some macros for the Starfinder game I'll be running later this year. They have not been field tested. Maybe someone might find them useful and beta test them for me. :wink:

(3.61 MiB) Downloaded 131 times

Re: Starfinder macros

Posted: Mon Jul 29, 2019 7:10 am
by metatheurgist
Made Bleed, Burn and Corrode critical effect consistent

Allow direct damage to HP

Show damage when attack does <1 damage, unless weapon specifies 0 damage

Added Smoke effects as a tooltip to smoke grenade output

Changed Statsheet so Temp HP and Move are only shown to owner

Add option to hide AC/HP for NPCs on Statsheet

Hide AC/Init/Skill macro output for NPCs

Allow skill modifiers by stat

Add function to change range on weapons (for snipers)

Allow grenade crits

Add affliction tracking

Add Initiative modifiers to Character edit

Ship Combat
Updated crew action DCs per errata

Corrected ship combat initiative

Output ship name as engineer name when NPC patches

Remove h: and stop hiding new round information in Next macro

Changed Statsheet so Speed and Manueverability are shown to owner

Add option to hide AC/HP for NPC ships on Statsheet

Reworked PC crew list to not use stored token ids. That may solve some issues
*PC ships created with older macros will need to reset "Crew" property to "{}"

Allow active/passive firing of point weapons

Re: Starfinder macros

Posted: Wed Dec 11, 2019 9:40 pm
by supernovajm
I'm new to maptool, and I just started using these macros. This macro set has been a huge help! I'll try to be a good guinea pig.

Some things that my players and I noticed/would like to see:
  • There are a few melee weapons that depend on charge (like Electrovore gloves, AA1-p47), but the deduction of charges is dependent on having range > 0. It should be based on charge usage field > 0 instead.
  • There doesn't seem to be a convenient way to reload a weapon (set charges available = [charges available] + [charges used] and then charges used = 0)
  • Adding a new grenade weapon is unintuitive. Make it a checkbox with a followup prompt for the grenade type and level rather than adding it as a damage modifier in a freeform text box.
  • Would like to see a way to add/mention special effects on hit (for example target is grabbed/carried/diseased on hit with a DC XX saving throw to negate)
  • Similar to the 2 items above. There doesn't seem to be a way to make a cone or non-single target weapon. Maybe these all can be combined by adding a section for "Special Properties" with options like Explode, Blast, Automatic
  • It would be really nifty if, after adding/editing a weapon, it automatically created a new attack button with the correct name, and a reload button as well.
  • Would like to see conditional modifiers for skills. Several abilities give bonuses to skills in limited circumstances
  • Would like to see a way to add attack spells (for example magic missile which i saw was an example spell macro but seemed hardcoded)

Side note: In an effort to contribute, I made this to put in the attack button tooltip to display remaining/total charges without clicking. Maybe this can be incorporated?

Code: Select all

Remaining charges: [r:iCharges]/[r:iCharges+iChargesex]
Thanks for all your hard work

Re: Starfinder macros

Posted: Sat Dec 14, 2019 9:57 am
by metatheurgist
Glad that the macros are working out for you. Let me see if I can explain some of the thought processes that went into making the macros.

Melee weapon charges - according to my reading of the rules one charge is used for each minute of operation, rounded up to the whole minute, not one charge per attack like ranged weapons. So, I figured it's better to let the players manage that.

Reload - yep, there is no reload function. This was a deliberate choice. If a player has to edit the weapon to reload I figure they'll actually make sure they have the ammo to do that instead of just pressing the reload button and assuming they do. That said one of my players did request one and I might put one in.

Grenade definition - yep, that's not entirely intuitive but unlikely to change. :P

Additional info for attacks - If it's specific to the attack I'd just add the output to the attack macro for that attack. I think there are a couple of examples of that in the Akata and the Void Zombie. If it applies to multiple attacks you can actually call a macro defined on the token after each damage roll by adding a damage modifier to the weapon where the Name is the name of the macro, the Type is "@" and the Value is a parameter that is passed to the macro when called.

AoE weapons - there is no way of selecting multi targets that I particularly like in Maptool. Since Starfinder says for those weapons you roll damage once and roll attacks for each target - the way I do AoE weapons is I have the weapon defined with a critical roll of 1, this rolls the normal, critical damage and attack for one target. Then I define a second weapon that just rolls an attack and rolls no damage and I use that for each extra target.

Auto adding an attack - I thought it's pretty easy to just duplicate an attack and just rename it but I'd consider adding an option to do it.

Conditional skill mods - those are on the list. I didn't know those were possible when I wrote the macros.

Spells - I don't do spell libraries, they're too much work since each spell is pretty much bespoke. I just do them as needed. There are some properties for spells per level and some functions to interrogate and update those but that's probably as much as I'm going to do there.

Adding weapon charges to the tooltip is nifty and I'll add that to the list.

Thanks for the feedback.

Re: Starfinder macros

Posted: Fri Jan 31, 2020 7:37 pm
by supernovajm
Found a bug:

After setting a defense modifier, returning to the defenses macro prompts for re-entry of the type and value of the modifiers.

from line 35 of Defenses Macro

Code: Select all

Should be

Code: Select all


Re: Starfinder macros

Posted: Sat Feb 01, 2020 10:16 am
by metatheurgist
Wow. I can't believe I never tested that or used that feature in 3 modules of Dead Suns. Thanks!