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Author Topic: D&D: The mercenaries - Game Concluding  (Read 129165 times)

Lord Shonus

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #285 on: August 24, 2010, 09:10:10 pm »

Your macro seems to only output the results. I want to be able to see the actual unmodified roll.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

RAM

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #286 on: August 24, 2010, 10:09:25 pm »

[h:1d20] and [r:1d20] are bad because the DM cannot see the player's dice.

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Shoruke

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #287 on: August 24, 2010, 10:32:04 pm »

Do all your [math stuff in (parenthesis)].
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RAM

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #288 on: August 25, 2010, 01:44:19 am »

Those dirty, filthy, cheating...
... rotten, cadaverous, ...
... malformed, grotesque, ...
... detestable, vile, miscreants!

* RAM /me was messing with the variables, there may be a workaround or some sort of method to the madness, but for the moment I counsel against using /me in macros.
Thankyou for the round brackets, they fixed whatever was stopping my macro from accessing the character's stats, it now adjusts the HP correctly.
For some reason I needed to us 'h,' instead of 'h:', what value a comma has is currently beyond me, although I am certain that it has some arcane truth dwelling beyond its mortal frame...
Note that if you ever decide to get involved in programming, you too will probably spend an hour or more someday staring at irrelevant error messages because of a comma...

On the bright side, I now give you a macro for healing your HP, it is for use with cure spells and therefore will not heal you beyond your maximum HP. Additionally, if temporary HP have caused you to exceed you maximum HP it won't affect you, which doesn't seem like much, but many pixels died to make this dream a reality...
Code: (paste this into a blank macro, replace ### with your maximum HP, and change and/or remove the last line in any way you like.) [Select]
[h: maximum_HP=###]
[h: amount_cured=Please_insert_the_healing_that_you_have_recieved]
[h: old_HP_amount=HP]
[h, if(maximum_hp > HP && HP + amount_cured >= maximum_HP): HP = maximum_HP]
[h, if(HP+amount_cured < maximum_HP):HP=(HP+amount_cured)]
I have recieved a magnitude [r:amount_cured] curative, restoring my vitatlity from [r:old_HP_amount] to [r:HP]. Long shall this act of heroism be remembered!
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Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #289 on: August 25, 2010, 03:01:39 am »

so the H: is how you set variables in the macro?

That makes all of my extremely simple rolls all the easier.

RAM

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #290 on: August 25, 2010, 04:23:59 am »

No, h: just stops anything inside the brackets from being seen.

[Variable = data]

is how you set the variables

[variable = (data)]

if you want the variable to be change on the token and data has any complexity.

If you want all your extremely simple rolls to be easier, simply bug Shoruke to make a macro for you, if you do it properly then I will get jealous of the attention and do one myself out of spite...

Or trawl through the Maptools wiki and try to figure out what their code looks like.

Code: (if you want something that will do an attack roll that you can easily adjust as your levels, gear, and ability drain changes...) [Select]
[h:temporary_attack_modifiers = Please_state_any_temporary_modifiers_to_hit_such_as_bard_songs_or_flurry_or_flanking]
[h:temporary_damage_modifiers = Please_state_any_temporary_modifiers_to_damage_such_as_bard_songs_or_power_attack_or_prayer_spells]
[h:miscellaneous_modifiers_to_hit_such_as_TWF_and_weapon_focus = 0]
[h:miscellaneous_modifiers_to_damage_such_as_weapon_specialisation_and_magic_weapons = 0]
[h:attack_number_in_progression_start_with_zero = 0]
[h:BAB_lost_each_attack = 3]
[h:base_attack_bonus = 7]
[h:ability_mod = 3]
[h:ab=(temporary_attack_modifiers+miscellaneous_modifiers_to_hit_such_as_TWF_and_weapon_focus-attack_number_in_progression_start_with_zero*BAB_lost_each_attack+base_attack_bonus+ability_mod)]
[h:db=(temporary_damage_modifiers+miscellaneous_modifiers_to_damage_such_as_weapon_specialisation_and_magic_weapons+ability_mod)]
Attack:[1d20+ab]<br>
Damage:[1d8+db]
Okay, at that point it is easier to just type it in manually, almost Curse my awesome verbositude!!!
but you can get the basic idea, I will have to look into editing dice based on input so that I could have something like [dice=1][sides=20][dice d sides] also brackets in mathematical expressions, so that I could have [ab=((attack_number-1)*(-5))] I should probably encourage Shoruke to add a section that adds the various damage types together, for something like ["damage rolls: "base=(1d6+db)][sneak=(6d6)][holy=(2d6)]["
total damage: "][r:(base+sneak+holy)]
without sneak: [r:(base+holy)]
Without Holy: [r:(base+sneak)]
Weapon damage only: [r:base].
« Last Edit: August 25, 2010, 05:07:04 am by RAM »
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Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #291 on: August 25, 2010, 04:47:28 am »

I just put [h: variable=number] in the macro itself because my token crapped out no less than three times during the whole shebang and I don't trust it for beans.

It works pretty well, I'll have to change them all over again when I level up but that will probably be at the end of Thursday's mission if the curve of XP is going consistently. It shouldn't really be a huge problem.

This has just been bugging me, is Lawful supposed to be a +1 enhancement, because it's not in the books and also it's useless. Instead of Axiomatic, which is in the books.

 

RAM

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #292 on: August 25, 2010, 05:10:26 am »

I would say that lawful is probably axiomaitc, it is a bit on the obscure side of things name-wise, but just lawfully aligned would not be completely useless, there is an entire plane of chaotic creatures out there to act in an enigmatic fashion and generally intimidate people...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #293 on: August 25, 2010, 05:20:57 am »

It better be axiomatic,

I looked up the list of chaotic outsiders with damage reduction overcome by lawful alignment and the number may shock you

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Lord Shonus

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #294 on: August 25, 2010, 05:28:39 am »

Odd. For some reason DM Genie has axiomatic named as Lawful. Axiomatic is what was intended.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #295 on: August 25, 2010, 05:32:50 am »

I really regret not law-swording all of those CN brigands now

I gotta get some sleep or something.
« Last Edit: August 25, 2010, 05:36:52 am by Robocorn »
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Shoruke

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #296 on: August 25, 2010, 01:58:00 pm »

Code: (if you want something that will do an attack roll that you can easily adjust as your levels, gear, and ability drain changes...) [Select]
[h:temporary_attack_modifiers = Please_state_any_temporary_modifiers_to_hit_such_as_bard_songs_or_flurry_or_flanking]
[h:temporary_damage_modifiers = Please_state_any_temporary_modifiers_to_damage_such_as_bard_songs_or_power_attack_or_prayer_spells]
[h:miscellaneous_modifiers_to_hit_such_as_TWF_and_weapon_focus = 0]
[h:miscellaneous_modifiers_to_damage_such_as_weapon_specialisation_and_magic_weapons = 0]
[h:attack_number_in_progression_start_with_zero = 0]
[h:BAB_lost_each_attack = 3]
[h:base_attack_bonus = 7]
[h:ability_mod = 3]
[h:ab=(temporary_attack_modifiers+miscellaneous_modifiers_to_hit_such_as_TWF_and_weapon_focus-attack_number_in_progression_start_with_zero*BAB_lost_each_attack+base_attack_bonus+ability_mod)]
[h:db=(temporary_damage_modifiers+miscellaneous_modifiers_to_damage_such_as_weapon_specialisation_and_magic_weapons+ability_mod)]
Attack:[1d20+ab]<br>
Damage:[1d8+db]

This is where my views and those of the greater programming world in general tend to diverge. I would tend to use variables that have one or less underscores in their names. BAB_Lost_Each_Attack might be explicit, sure, and explicit is a good way to be in programming, but it's also annoying as hell to read. And it gets nothing but worse when there's six variables with names like this on one line. Also, my code is always nice and spaced out, with newlines placed aesthetically so that it doesn't like like a huge overwhelming block of OMGWTFROFLCOPTURZSPAMMAGEZ. Also, you probably CAN put comments in your macro code by doing something like...

Code: [Select]
[h:"This is a comment."]
Also, I'm really going to have to figure out the <color> HTML sometime.
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Heron TSG

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #297 on: August 25, 2010, 03:42:06 pm »

So when is the next game? Two hours or so?
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Est Sularus Oth Mithas
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Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #298 on: August 25, 2010, 04:33:21 pm »

I thought he said he was moving it to Thursday because planning too longer

Heron TSG

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #299 on: August 25, 2010, 05:59:32 pm »

Oh, okay then. I won't be able to make it tomorrow, though. I've got a campout thing from Thursday to Friday.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG
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