Closed lovecervere closed 2 years ago
So this request is a bit old, but I started work on it anyway.
I added the first bullet point, the modifier query, and am looking into some of the others.
To try it out join this game: https://app.roll20.net/join/8659560/Qj5SVw
Bullet 2: Also added a button on the Armor table to roll the value per the macro the original posted provided.
I can probably get bullet 3 as well, but I don't know the game rules. Damage and Crit I'm assuming are die rolls that would be filled into the table, I can get those rolled and displayed easy enough. The Pool thought I'm not sure about, I'm guessing its built from Strength for Melee and Dexterity for ranged?
Hi @lovecervere - just a note for you/anyone else who like me wants to use the cool {{template:coriolis}} roll templates and hasn't found anything else online outlining how to; Firstly unlike the default template the second {{ }} needs to reference the (what I'd call) sub-template by using a subtemplate=1 So for the armour mod JBeighel's input it'd be {{isArmor=1}} and that'll result in the "Damage Removed" For Advanced skills it'd be {{isAdvanced=1}} to check that there's points in there For not advanced skills it'd be {{isNotAdvanced=1}} both of these returning fail / limited success / crit.
Secondly rather than the [[xd6>6]] appears to need to be prefixed with roll= from what I can tell.
Lastly it doesn't appear to support multiple lines from what I can tell reading into JB's fixes.
I've written myself one for the shield (so I don't have to keep changing my armour rating) which is a flat roll & not linked to any attribute [though I'd LOVE for the Armor box on the character sheet to be multi input with equipped boxes and one output roll].
&{template:coriolis} {{isArmor=1}} {{name=Roll Shield}} {{roll=[[6d6>6]]}}
I'm trying to write an initiative macro as well that will take into account Combat Vet and Advanced Reflexes as well - which is working on an extra 'attribute' I added called @{init} - but that's not going so well. I can get it to work for my combat vet, but not be variable based on the init attribute, it uses the modifiers as the weapon mods to init; &{template:coriolis} {{isNotAdvanced=1}} {{name=Initiative}} {{roll=[[{1d6,1d6}kh1+@{mod-prompt}+@{modifier-pos}-@{modifier-neg}]]}} {{pool=[[@{init}>1]]}} {{reroll=[[(1d6+@{mod-prompt}+@{modifier-pos}-@{modifier-neg})]]
This seems to me like the original issue was resolved. @Elbilin if there are still outstanding problems with this sheet, please create a new issue.
Hello, After playing with the sheet and relying on custom macros for a bit, I realised there are some features that might be useful:
I'm no coder, but I've emulated most of these through macros (though I'm using the default template because I can't get the Coriolis template to display more than the name of the roll). Not sure if they'd be helpful for guiding a request, but here they are:
Armour: &{template:default} {{name=@{selected|name} rolls armour}} {{Result:=[[@{selected|armor_rating}d6>6]] damage removed}}
Attacks: &{template:default} {{name= @{selected|name} Makes an Attack}} {{Type:=?{Type|Melee|Ranged}}} {{Damage:=?{Damage|0}}} {{Crit:=?{Crit|0}}} {{Range:=?{Range|Close|Short|Long|Extreme}}} {{Hits:=[[?{Pool|0}d6>6]]}}
(N.B. weapons on the character sheet currently don't have any attributes tied to them)