Depending on how many macros you've made for you games in MapTool you're probably getting a pretty hefty list of properties for each token. This can make filling out those properties a little cumbersome since the way they are presented in the token properties isn't the easiest to work with. Also some of your macros might require several values to be entered, which is annoying since you get a new prompt for each one. A better solution might be for you to make your own forms where you could have ...
We've got macros that are able to take properties from the characters, manipulate the values, and update the properties with changes. Thats all well and good, but it would be nice if the macros could update some things on the map, this way other players could tell whats going on. The D&D 4th Edition rules include a state called Bloodied. Characters are considered Bloodied when they are below half of their maximum health. If you include properties for current and maximum health ...
Sometimes you'll need a macro to react to whats going on or to repeat some steps multiple times. You can't always get everything right without the macro making a few decisions along the way. So lets include if statements and a couple of loops to cover those situations. Lets start with a simple If statement. For those not down with the programmer lingo what we're telling the macro to do is check some condition, if its true do these lines, if the condition isn't true skip them. The ...
As your creating your macros you probably have created a pretty hefty list of properties for each of your tokens. You might even have dozens of extra variables floating around in the macros as well. You may want to group some of those variables or properties together since they are all common values. If you look at the D&D rules you'll find that all characters have 6 ability scores. You could create 6 variables to hold them, or you could put them all in an array. It really comes ...
Updated 09-03-2009 at 01:55 PM by Q-man
We've got some basic dice roll macros, and they even look nice with the HTML surrounding them. Its not much fun editing them every time that your bonuses change; each new weapon, level, or whatever means you need to edit every single one of your macros to tweak the bonuses. There's a better way of dealing with that, which is what I'll be going on about here. Lets start with a quick discussion of variables. MapTool macros allow you to save values in variables then reuse them later. ...