Post by Wisna (Aiden Fisher) on Jun 7, 2016 21:21:51 GMT
Introduction to Macros:
So I heard you wanted to use macros eh? Well then let me show you how to set one up for yourself.
First, we need to find where we can set up macros. See Figure 1. If you look at the top right of your screen you’ll see tabs. We want to click on the right most tab which is the “My Settings” tab. Here you can edit things such as Display Name, Music Volume, and most importantly, your macros. Click the “+ Add” button to create a new macro.
After doing so a new window will pop up in the middle of your screen. This is your play box for creating various macros for attacking, rolling initiative, using saves, etc. For an example of a completed macro, see Figure 2 below. The beginning code of any macro is &{template: default}{{Name=”Name”}}
For the sake of this guide, anything in blue is a line of code that needs to be put in the macro, unchanged, and anything in red is a field you change yourself to fit the macro.
(Figure 1)
(Figure 2)
Now that you know where to create and find your macros, it’s time to see some sample macros and explain them.
Take a look at Figure 2 above. The code in that macro after testing will create a box and auto roll dice for you after pressing test or using the macro by typing “@’Macro-Name’” or by pressing buttons that pop up at the bottom left of your screen if you checked the check boxes in Figure 1. An example of what appears can be shown in Figure 3. This macro is an example of the character Aiden’s Combo attack. You can see his two attacks, first his Shield Bash followed by a Scimitar Slash. The first big number 24 is his regular attack. To the right of that is a roll to confirm the crit should crit. Indeed he did so the second roll is noted. Below that is the damage he causes with his bash. All of this information is created by just a click of a button. Quite convenient and less time consuming than someone typing out their entire roll.
So what exactly is creating these boxes? Let’s break down the macro code:
This looks a bit messy. Let’s Separate it line by line. Note that when you do put in the code for your macro keep it jumbled up like the code above. Sometimes having a big space will mess up the macro.
Now that you have a better look at how the macro is set up You can probably see the connections between the macro code and how the macro ends up in the text box. We’ll now break down each line of code.
The first line of code creates the purple bar and attack name in Figure 3. Everything in blue should remain the same, but the red can be changed to whatever you like. Note that the curly bracket {{ }} boxes are what create the lines. They must always be closed in the code.
This second part is a bit more complex. Here we see the curly brackets that create the lines as well as text that tells us what kind of attack it is. In Aiden’s case he is bashing an opponent in the face with his shield. The square brackets [[ ]] help create a condensed box that shows the number only. The formula is written inside the box and can be seen in the chat box by hovering your mouse over it to double check another person’s calculations. On a roll of 1 the box will be red, and when a player rolls a crit it will be green.
The numbers will change depending on what your attack modifier is with the weapon. In Aiden’s case the roll is a d20+5 with his shield. He has a +7 modifier to hit with his shield but because he is Two-Weapon Fighting with a sword and shield we have subtracted that by -2 to get 20+5, and that is what we plugged into the first Attack Roll and the second Attack Roll. Note at the scimitar roll is a 18+5. This is because the crit modifier is an 18 on a scimitar. By doing this the code can automatically register if the roll landed on a 18 or higher and will show as green in the box.
The next line of code is the damage roll. Pretty simple, simply know what type of damage die your weapon does, plug it inside the bracket, add the damage modifier from STR, or anything, and bam, damage box is shown.
The “?{Attack Modifier|0}” that appears after the 20+5 in the Attack Modifier bracket and the code “?{Damage Modifier|0}]]” that appears after the 1d4+3 in the Damage Modifier bracket creates a box that pops up on screen. If you are using a technique that reduces your accuracy or have a debuff that does such you would reduce your modifier by typing “-#” into the box. If you are increasing your accuracy just put the number. DO NOT put “+#”. It will mess up the macro’s code and result in a roll of 0. Same thing for if you are adding or subtracting damage, which appears next. If there is no change, simple click “Submit”.
From this you have now learned how to set-up a complex macro which will speed up your games. Just make sure to edit your values whenever you level up or get new gear. With this you should even be able to make non-combat macros as well. Below is an example of a save macro:
(Figure 4)
&{template:default} {{name=Saves}} {{Fort:=[[1d20+5+?{save Modifier|0}]]}} {{Reflex:=[[1d20+4+?{save Modifier|0}]]}} {{Will:=[[1d20+3+?{save Modifier|0}]]}}
&{template:default}{{name=Saves}}
{{Fort:=[[1d20+5+?{save Modifier|0}]]}}
{{Reflex:=[[1d20+4+?{save Modifier|0}]]}}
{{Will:=[[1d20+3+?{save Modifier|0}]]}}
As you can see now with probably more understanding, the codes are very similar, just very small changes between Figure 3 and Figure 4. The main things to know in the codes are this:
We’re not done yet however, there is one more important macro to go over, and it can decide your fate during a turn.
This macro will greatly save time during the start of combat and your GM will thank you. When initiative starts and the GM asks you to roll for initiative simply click your token then click your Initiative macro. This will pop you into the Initiative tab on the board. MAKE SURE YOU HAVE SELECTED YOUR TOKEN BEFORE CLICKING. Otherwise it will just roll and you will have to manually insert it and waste the GM’s time creating an initiative row for you on the board.
Congrats! You now know how to make amazing macros that will amaze your fellow players and speed up your games. I apologize for the post not being as clean as the original google document. If you want to read it check here. The forum doesn't offer much in the way of customization. If there is anymore information that is missing or needs to be explained or if you'd like me to make another guide on how to do something please let me know below. Thank you!
-Wisna
So I heard you wanted to use macros eh? Well then let me show you how to set one up for yourself.
First, we need to find where we can set up macros. See Figure 1. If you look at the top right of your screen you’ll see tabs. We want to click on the right most tab which is the “My Settings” tab. Here you can edit things such as Display Name, Music Volume, and most importantly, your macros. Click the “+ Add” button to create a new macro.
After doing so a new window will pop up in the middle of your screen. This is your play box for creating various macros for attacking, rolling initiative, using saves, etc. For an example of a completed macro, see Figure 2 below. The beginning code of any macro is &{template: default}{{Name=”Name”}}
For the sake of this guide, anything in blue is a line of code that needs to be put in the macro, unchanged, and anything in red is a field you change yourself to fit the macro.
(Figure 1)
(Figure 2)
Now that you know where to create and find your macros, it’s time to see some sample macros and explain them.
Sample Macro:
(Figure 3)
(Figure 3)
Take a look at Figure 2 above. The code in that macro after testing will create a box and auto roll dice for you after pressing test or using the macro by typing “@’Macro-Name’” or by pressing buttons that pop up at the bottom left of your screen if you checked the check boxes in Figure 1. An example of what appears can be shown in Figure 3. This macro is an example of the character Aiden’s Combo attack. You can see his two attacks, first his Shield Bash followed by a Scimitar Slash. The first big number 24 is his regular attack. To the right of that is a roll to confirm the crit should crit. Indeed he did so the second roll is noted. Below that is the damage he causes with his bash. All of this information is created by just a click of a button. Quite convenient and less time consuming than someone typing out their entire roll.
So what exactly is creating these boxes? Let’s break down the macro code:
&{template:default} {{name=Combo Attack}} {{Shield Bash: [[1d20cs>20+5+?{Attack Modifier|0}]] | [[1d20+5+?{Attack Modifier|0}]] conf}} {{B-Damage: [[1d4+3+?{Damage Modifier|0}]] | [[1d4+3+?{Damage Modifier|0}]]}} {{Scimitar Slash: [[1d20cs>18+5+?{Attack Modifier|0}]] | [[1d18+5+?{Attack Modifier|0}]] conf}} {{S-Damage: [[1d6+3+?{Damage Modifier|0}]] | [[1d6+3+?{Damage Modifier|0}]]}}
This looks a bit messy. Let’s Separate it line by line. Note that when you do put in the code for your macro keep it jumbled up like the code above. Sometimes having a big space will mess up the macro.
&{template:default} {{name=Combo Attack}}
{{Shield Bash: [[1d20cs>20+5+?{Attack Modifier|0}]] | [[1d20+5+?{Attack Modifier|0}]] conf}}
{{B-Damage: [[1d4+3+?{Damage Modifier|0}]] | [[1d4+3+?{Damage Modifier|0}]]}}
{{Scimitar Slash: [[1d20cs>18+5+?{Attack Modifier|0}]] | [[1d18+5+?{Attack Modifier|0}]] conf}}
{{S-Damage: [[1d6+3+?{Damage Modifier|0}]] | [[1d6+3+?{Damage Modifier|0}]]}}
{{Shield Bash: [[1d20cs>20+5+?{Attack Modifier|0}]] | [[1d20+5+?{Attack Modifier|0}]] conf}}
{{B-Damage: [[1d4+3+?{Damage Modifier|0}]] | [[1d4+3+?{Damage Modifier|0}]]}}
{{Scimitar Slash: [[1d20cs>18+5+?{Attack Modifier|0}]] | [[1d18+5+?{Attack Modifier|0}]] conf}}
{{S-Damage: [[1d6+3+?{Damage Modifier|0}]] | [[1d6+3+?{Damage Modifier|0}]]}}
&{template:default}{{name=Combo Attack}}
The first line of code creates the purple bar and attack name in Figure 3. Everything in blue should remain the same, but the red can be changed to whatever you like. Note that the curly bracket {{ }} boxes are what create the lines. They must always be closed in the code.
{{Shield Bash: [[1d20cs>20+5+?{Attack Modifier|0}]] | [[1d20+5+?{Attack Modifier|0}]] conf}}
{{B-Damage: [[1d4+3+?{Damage Modifier|0}]] | [[1d4+3+?{Damage Modifier|0}]]}}
{{Scimitar Slash: [[1d20cs>18+5+?{Attack Modifier|0}]] | [[1d18+5+?{Attack Modifier|0}]] conf}}
{{S-Damage: [[1d6+3+?{Damage Modifier|0}]] | [[1d6+3+?{Damage Modifier|0}]]}}
{{B-Damage: [[1d4+3+?{Damage Modifier|0}]] | [[1d4+3+?{Damage Modifier|0}]]}}
{{Scimitar Slash: [[1d20cs>18+5+?{Attack Modifier|0}]] | [[1d18+5+?{Attack Modifier|0}]] conf}}
{{S-Damage: [[1d6+3+?{Damage Modifier|0}]] | [[1d6+3+?{Damage Modifier|0}]]}}
This second part is a bit more complex. Here we see the curly brackets that create the lines as well as text that tells us what kind of attack it is. In Aiden’s case he is bashing an opponent in the face with his shield. The square brackets [[ ]] help create a condensed box that shows the number only. The formula is written inside the box and can be seen in the chat box by hovering your mouse over it to double check another person’s calculations. On a roll of 1 the box will be red, and when a player rolls a crit it will be green.
The numbers will change depending on what your attack modifier is with the weapon. In Aiden’s case the roll is a d20+5 with his shield. He has a +7 modifier to hit with his shield but because he is Two-Weapon Fighting with a sword and shield we have subtracted that by -2 to get 20+5, and that is what we plugged into the first Attack Roll and the second Attack Roll. Note at the scimitar roll is a 18+5. This is because the crit modifier is an 18 on a scimitar. By doing this the code can automatically register if the roll landed on a 18 or higher and will show as green in the box.
The next line of code is the damage roll. Pretty simple, simply know what type of damage die your weapon does, plug it inside the bracket, add the damage modifier from STR, or anything, and bam, damage box is shown.
The “?{Attack Modifier|0}” that appears after the 20+5 in the Attack Modifier bracket and the code “?{Damage Modifier|0}]]” that appears after the 1d4+3 in the Damage Modifier bracket creates a box that pops up on screen. If you are using a technique that reduces your accuracy or have a debuff that does such you would reduce your modifier by typing “-#” into the box. If you are increasing your accuracy just put the number. DO NOT put “+#”. It will mess up the macro’s code and result in a roll of 0. Same thing for if you are adding or subtracting damage, which appears next. If there is no change, simple click “Submit”.
From this you have now learned how to set-up a complex macro which will speed up your games. Just make sure to edit your values whenever you level up or get new gear. With this you should even be able to make non-combat macros as well. Below is an example of a save macro:
(Figure 4)
&{template:default} {{name=Saves}} {{Fort:=[[1d20+5+?{save Modifier|0}]]}} {{Reflex:=[[1d20+4+?{save Modifier|0}]]}} {{Will:=[[1d20+3+?{save Modifier|0}]]}}
&{template:default}{{name=Saves}}
{{Fort:=[[1d20+5+?{save Modifier|0}]]}}
{{Reflex:=[[1d20+4+?{save Modifier|0}]]}}
{{Will:=[[1d20+3+?{save Modifier|0}]]}}
As you can see now with probably more understanding, the codes are very similar, just very small changes between Figure 3 and Figure 4. The main things to know in the codes are this:
&{template:defualt{{name= V } | Creates the purple title and name for the macro box. |
{{ V = [[ V +?{ V Modifier|0}]]}} | Creates the white and grey lines that show dice rolls and results. |
[[ V +?{ V Modifier|0}]] | Creates a box to condense all the information of a roll. Roll information can be seen by hovering over the box. |
+?{ V Modifier|0} | Creates a pop-up box when pressed to add or subtract variables that have affected the base roll during the session. |
We’re not done yet however, there is one more important macro to go over, and it can decide your fate during a turn.
Initiative Macro:
(Figure 5)
&{template:default} {{name=Initiative}} {{Init=[[1d20 + 5.05 &{tracker}]]}}
(Figure 5)
&{template:default} {{name=Initiative}} {{Init=[[1d20 + 5.05 &{tracker}]]}}
This macro will greatly save time during the start of combat and your GM will thank you. When initiative starts and the GM asks you to roll for initiative simply click your token then click your Initiative macro. This will pop you into the Initiative tab on the board. MAKE SURE YOU HAVE SELECTED YOUR TOKEN BEFORE CLICKING. Otherwise it will just roll and you will have to manually insert it and waste the GM’s time creating an initiative row for you on the board.
Congrats! You now know how to make amazing macros that will amaze your fellow players and speed up your games. I apologize for the post not being as clean as the original google document. If you want to read it check here. The forum doesn't offer much in the way of customization. If there is anymore information that is missing or needs to be explained or if you'd like me to make another guide on how to do something please let me know below. Thank you!
-Wisna