Commit 1ed096c1 authored by khorne's avatar khorne

bunch of macros

parents
[h:ExtraDmg = 0]
[h:SacredWeaponDmg = 0]
[h:FireStrikeDmg = 0]
[h:BABBonus = 0]
[h: input("Bless|0|Bless|CHECK",
"Haste|0|Haste|CHECK",
"DivineFavor|0|Divine Favor|CHECK",
"Prayer|0|Prayer|CHECK",
"FireStrike|0|Fire Strike|CHECK",
"PowerAttack|0|Power Attack|CHECK",
"WeaponOfAwe|0|Weapon of Awe|CHECK",
"SacredWeapon|None,Keen,Shock,Flaming,Frost,Defending,Vicious, Ghost Touch|Sacred Weapon Bonus|RADIO|SELECT=0 VALUE=STRING")]
[h, if(Bless): BABBonus = BABBonus + 1)]
[h, if(Haste): BABBonus = BABBonus + 1)]
[h, if(Prayer): BABBonus = BABBonus + 1)]
[h, if(Prayer): ExtraDmg = ExtraDmg + 1)]
[h, if(PowerAttack): BABBonus = BABBonus - 1)]
[h, if(PowerAttack): ExtraDmg = ExtraDmg + 2)]
[h, if(DivineFavor): BABBonus = BABBonus + 2)]
[h, if(DivineFavor): ExtraDmg = ExtraDmg + 2)]
[h, if(WeaponOfAwe): ExtraDmg = ExtraDmg + 2)]
[switch(SacredWeapon),CODE:
case "Keen":{
[h: SacredWeaponEffect = "This ability doubles the threat range of a weapon."]
};
case "Ghost Touch":{
[h: SacredWeaponEffect = "A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus."]
};
case "Shock":{
[h: SacredWeaponDmg = 1d6]
[h: SacredWeaponEffect = "Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit."]
};
case "Flaming":{
[h: SacredWeaponDmg = 1d6]
[h: SacredWeaponEffect = "Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit."]
};
case "Frost":{
[h: SacredWeaponDmg = 1d6]
[h: SacredWeaponEffect = "Upon command, a frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6 points of cold damage on a successful hit."]
};
case "Defending":{
[h: SacredWeaponEffect = "A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn."]
};
case "Vicious":{
[h: SacredWeaponDmg = 2d6]
[h: SacredWeaponEffect = "When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and "+1d6+" points of damage to the wielder."]
};
default:{
[h: SacredWeaponDmg = 0]
[h: SacredWeaponEffect = ""]
};
]
<table border='1' cellpadding='0' cellspacing='0' style='width:300px'>
<tr bgcolor='red'>
<td><span style='color:white'><b>Dwarven waraxe +1 (×3)</b></span></td>
<td><span style='color:white'><b>Damage (Hatred: +1 vs humanoids with the orc or goblin subtype)</b></span></td>
</tr>
<tr>
<td>[t:d20 + 4 + BAB + BABBonus]</td>
<td>
[if(FireStrike),CODE:{
[h: FireStrikeDmg = 1d4]
[t:1d10+6 + ExtraDmg + SacredWeaponDmg + FireStrikeDmg]};
{[t:1d10+6 + ExtraDmg + SacredWeaponDmg]};
]</td>
</tr>
[if(SacredWeapon != "none"),CODE:{
<tr>
<td>[SacredWeapon]</td>
<td>[SacredWeaponEffect]</td>
</tr>
};
{};
]
</table>
<table border='0' cellpadding='0' cellspacing='0' style='width:300px'>
<tr bgcolor='yellow'>
<td><span style='color:green'><b>Fervor ([DailyAbility2]/[MaxDailyAbility2])</b></span></td>
<tr>By expending one use of this ability, a good warpriest (or one who
worships a good deity) can touch a creature to heal it of 1d6 points
of damage, plus an additional 1d6 points of damage for every 3
warpriest levels he possesses above 2nd (to a maximum of 7d6 at
20th level). Using this ability is a standard action (unless the
warpriest targets himself, in which case it’s a swift action).
</tr>
</table>
[r, if(DailyAbility2 >= MaxDailyAbility2): "No more Fervor left"; DailyAbility2 = DailyAbility2 + 1]
[h:status = input(
"hpChange|0|Number of Hit Points",
"dmgOrHealing|Damage,Healing|Is the character taking damage or being healed?|RADIO|SELECT=0 VALUE=STRING",
"HPType|regular,non lethal,temporary|Which HP pool is affected?|RADIO|SELECT=0 VALUE=STRING")]
[h:abort(status)]
[switch(HPType),CODE:
case "regular":{
[if(dmgOrHealing == "Damage"),CODE:{
[h:CurrentHP = CurrentHP - hpChange]
[h,if(hpChange >= TempHP): TempHP = 0)]
[r:token.name] loses [r:hpChange] hit points.
};
{
[h:CurrentHP = CurrentHP + hpChange]
[h:Nonlethal = Nonlethal - hpChange]
[r:token.name] gains [r:hpChange] hit points.
};]
};
case "non lethal":{
[if(dmgOrHealing == "Damage"),CODE:{
[h:Nonlethal = Nonlethal + hpChange]
[r:token.name] takes [r:hpChange] non-lethal damage.
};
{
[h:Nonlethal = Nonlethal - hpChange]
[r:token.name] recovers [r:hpChange] non-lethal damage.
};]
};
case "temporary":{
[if(dmgOrHealing == "Healing"),CODE:{
[h: TempHP = TempHP + hpChange]
[h:CurrentHP = CurrentHP + TempHP]
[r:token.name] gains [r:hpChange] temporary hit points.
};{}]
};
]
<!-- Some Maintenance and automated stuff -->
[h,if(Nonlethal < 0): Nonlethal = 0]
[h,if(CurrentHP > MaxHP+TempHP): CurrentHP = MaxHP+TempHP]
[if(Nonlethal == CurrentHP),CODE:{
[h:setState("Staggered", 1)]
[r:token.name] is staggered!
};{}]
[if(Nonlethal > CurrentHP),CODE:{
[h:setState("Unconscious", 1)]
[r:token.name] is unconscious!
};{}]
[if(Nonlethal < CurrentHP),CODE:{
[h:setState("Staggered", 0)]
[h:setState("Unconscious", 0)]
};{}]
[frame("Resources"): {
<html>
<head>
<title>Resources</title>
</head>
<body>
<br>
<h1><u>Kyrin Resources </u></h1>
<br>
Blessings remaining: [MaxDailyAbility1 + 1- DailyAbility1]<br>
Fervor remaining: [MaxDailyAbility2 + 1 - DailyAbility2]<br>
Sacred Weapon remaining: [MaxDailyAbility3 + 1 - DailyAbility3]<br>
Sacred Armor minutes remaining: [MaxDailyAbility4 + 1 - DailyAbility4]<br>
Level 1 spells remaining: [MaxDailySpell1 - DailySpell1]<br>
Level 2 spells remaining: [MaxDailySpell2 - DailySpell2]<br>
</body>
</html>
}]
<b> You are fully rested </b><br>
[h: Nonlethal = 0]
[h: TempHP = 0]
[h:DailyAbility1 = 1]
[h:DailyAbility2 = 1]
[h:DailyAbility3 = 1]
[h:DailyAbility4 = 1]
[h: DailySpell1 = 0]
[h: DailySpell2 = 0]
[h: DailySpell3 = 0]
<!-- FortSave Save + selectable Modifiers -->
[h:SaveBonus = 0]
[h: input("ShieldOther|0|Shield Other|CHECK",
"Prayer|0|Prayer|CHECK")]
[h, if(ShieldOther): SaveBonus = SaveBonus + 1)]
[h, if(Prayer): SaveBonus = SaveBonus + 1)]
<table border='0' cellpadding='0' cellspacing='0' style='width:200px'>
<tr bgcolor='green'>
<td><span style='color:white'><b>Fortitude Save (Steel Soul: +4 vs. spells and spell-like abilities)</b></span></td>
</tr>
<tr>
<td>[g:d20 + Fortitude + SaveBonus]</td>
</tr>
</table>
[r,if(getState("Spooked(I)") == 1):"<b>-2 on saves vs Fear effects</b>"]
<!-- Reflex Save + Modifiers -->
[h:SaveBonus = 0]
[h: input("Prayer|0|Prayer|CHECK")]
[h, if(Prayer): SaveBonus = SaveBonus + 1)]
<table border='0' cellpadding='0' cellspacing='0' style='width:200px'>
<tr bgcolor='green'>
<td><span style='color:white'><b>Reflex Save (Twitchy: +1 trait bonus on Reflex saves, Steel Soul: +4 vs. spells and spell-like abilities)</b></span></td>
</tr>
<tr>
<td>[g:d20 + Reflex + 1]</td>
</tr>
</table>
<!-- Will Save + Modifiers -->
[h:SaveBonus = 0]
[h: input("ShieldOther|0|Shield Other|CHECK",
"Prayer|0|Prayer|CHECK")]
[h, if(ShieldOther): SaveBonus = SaveBonus + 1)]
[h, if(Prayer): SaveBonus = SaveBonus + 1)]
<table border='0' cellpadding='0' cellspacing='0' style='width:200px'>
<tr bgcolor='green'>
<td><span style='color:white'><b>Willpower Save (Steel Soul: +4 vs. spells and spell-like abilities)</b></span></td>
</tr>
<tr>
<td>[g:d20 + Willpower + SaveBonus]</td>
</tr>
</table>
Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment