MapTool macros for WoD
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MapTool macros for WoD
Below is the macro I've gotten to work for standard dice rolling for WoD. It brings up a window where you select the number of dice to roll, the difficulty number, what number gets rolled again on (or higher), a checkbox for "x again," and if you want to subtract 1s from the number of successes. I actually took a macro given to me that had most of those options, but modified it so that the difficulty was also a variable you input.
I've also made some health macros to go along with campaign properties. It's pretty basic so far, but accounts for bashing, lethal, and aggravated damage having different values, and properly deals with falling unconscious and dying. It does not handle any rolls or soaking, those are done before applying the levels of damage through the macros.
This also requires having a health bar labelled "Health," and uses it to give a good visual indicator of how they're doing overall. It would also be possible to through in different health bars for the different types of damage as well as the overall indicator, but currently I'm focused on simple functionality.
Necessary campaign properties to include with whatever else you want:
The Health bar can be given 8 increments, or none, to properly show the incrementing health levels.
The Bashing Damage macro, which can be duplicated and edited for Lethal and Aggravated Damage macros as well.
A Health Reset macro, to quickly reset their Health levels to baseline levels. Currently not usable for only partial healing.
If the macros are used as campaign macros then remember to check "Apply to selected tokens" or it'll give NullPointerException errors.
- Code:
<p style>
[h: inputString = "numDice| 1 | How many dice to roll? | TEXT"]
[h: inputString3 = "difficulty| 6 | What is the difficulty for the roll? | TEXT"]
[h: inputString2 = "againDice|10,9,8|Roll again on|RADIO|ORIENT=H VALUE=STRING"]
[h: subString = "sub1|1|Subtract 1s from successes?|CHECK"]
[h: reRollString = "reroll|0|Use the X again rule?|CHECK"]
[h: status = input(inputString,inputString3,inputString2,reRollString,subString)]
[h: abort(status)]
[h: diceArray='[]']
[h: i=0]
[h,IF(reroll == 1),CODE:{
[while(i < numDice), CODE:{
[theRoll = 1d10]
[diceArray = json.append(diceArray,theRoll)]
[IF(theRoll < againDice): i = i + 1]
}]
}]
[h,IF(reroll == 0),CODE:{
[while(i < numDice), CODE:{
[theRoll = 1d10]
[diceArray = json.append(diceArray,theRoll)]
[i = i + 1]
}]
}]
[h: numSuccess = 0]
[h: numFail = 0]
[count(json.length(diceArray)), CODE:{
[h: thedie = json.get(diceArray,roll.count)]
[h,IF(thedie >= difficulty),CODE:{
[h: numSuccess = numSuccess + 1]
[h: color = 'green']
}]
[h,IF(thedie == 1),CODE:{
[h: numFail = numFail + 1]
[h: numSuccess = numSuccess - sub1]
[h: color = 'red']
}]
[h,IF(thedie >= 2 && thedie <= (difficulty - 1)), CODE:{
[h: numFail = numFail + 1]
[h: color = 'black']
}]
<font color=[r: color]> [r: thedie] </font>
}]
(Success: <font color='green'>[r: numSuccess]</font> , Fail: <font color='blue'> [r: numFail] </font>)
</p style>
I've also made some health macros to go along with campaign properties. It's pretty basic so far, but accounts for bashing, lethal, and aggravated damage having different values, and properly deals with falling unconscious and dying. It does not handle any rolls or soaking, those are done before applying the levels of damage through the macros.
This also requires having a health bar labelled "Health," and uses it to give a good visual indicator of how they're doing overall. It would also be possible to through in different health bars for the different types of damage as well as the overall indicator, but currently I'm focused on simple functionality.
Necessary campaign properties to include with whatever else you want:
- Code:
*Health:Fine
*@TotalDamage (TotDmg):0
*@BashingDamage (BshDmg):0
*@LethalDamage (LthDmg):0
*@AggravatedDamage (AggDmg):0
The Health bar can be given 8 increments, or none, to properly show the incrementing health levels.
The Bashing Damage macro, which can be duplicated and edited for Lethal and Aggravated Damage macros as well.
- Code:
[h: damage = Bashing_Damage_Recieved]
[h: BashingDamage = BashingDamage + damage]
[h: TotalDamage = BashingDamage + LethalDamage + AggravatedDamage]
[h: BadDamage = LethalDamage + AggravatedDamage]
[h,if(TotalDamage == 0): Health = "Fine"]
[h,if(TotalDamage == 1): Health = "Bruised (-0)"]
[h,if(TotalDamage == 2): Health = "Hurt (-1)"]
[h,if(TotalDamage == 3): Health = "Injured (-1)"]
[h,if(TotalDamage == 4): Health = "Wounded (-2)"]
[h,if(TotalDamage == 5): Health = "Mauled (-2)"]
[h,if(TotalDamage == 6): Health = "Crippled (-5)"]
[h,if(TotalDamage >= 7): Health = "Incapacitated"]
[h,if(TotalDamage < 8 && BadDamage < 8),code:{
[bar.Health = TotalDamage / 8]
}]
[h,if(TotalDamage > 7 && BadDamage < 8),code:{
[bar.Health = 1]
[setState("Incapacitated", 1)]
}]
[h,if(TotalDamage > 14 || BadDamage >7),r,code:{
[bar.Health = 1]
[setState("Dead", 1)]
}]
Has taken [r: damage] bashing damage, [r,if(TotalDamage < 8): "and"; ""] is [r: Health][r,if(TotalDamage > 7 && BadDamage < 8): ", and has fallen unconscious"; ""][r,if(TotalDamage > 14 || BadDamage >7): ", and has died."; "."]
A Health Reset macro, to quickly reset their Health levels to baseline levels. Currently not usable for only partial healing.
- Code:
[h: TotalDamage = 0]
[h: BashingDamage = 0]
[h: LethalDamage = 0]
[h: AggravatedDamage = 0]
[h: bar.Health = 0/8]
[h: setAllStates(0)]
[h: Health = "Fine"]
Health has been reset.
If the macros are used as campaign macros then remember to check "Apply to selected tokens" or it'll give NullPointerException errors.
Re: MapTool macros for WoD
Here's the MapTool health bar I created for WoD games.
First is the bar coloured to correspond to the main health levels.
And a background that shows the empty health levels.
Or a transparent layer to put as a background.
(It's right in between this and the last line of text. Really, it is!)
I've also realised that the bar, just like the health macros, currently only correspond to the base health levels for Mage characters. I'll have to later modify them so they can accommodate variable health levels for NPCs, traits, and the like. Might be a while before I get around to that, as I've now got several things to get done for further expanding the site with more gaming stuff I want to share.
First is the bar coloured to correspond to the main health levels.
And a background that shows the empty health levels.
Or a transparent layer to put as a background.
(It's right in between this and the last line of text. Really, it is!)
I've also realised that the bar, just like the health macros, currently only correspond to the base health levels for Mage characters. I'll have to later modify them so they can accommodate variable health levels for NPCs, traits, and the like. Might be a while before I get around to that, as I've now got several things to get done for further expanding the site with more gaming stuff I want to share.
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