Can you use both @roundup and @min:1 in a single calculation? Some of mine get a bit complex, so like {{(10+(5*modifier:cha)@min:0}} would be one, or {{(modifier:cha)/2@roundup@min:1}} for another.
Yes, you can. You do have to be particular about what order you put them in though.
Can you use both @roundup and @min:1 in a single calculation? Some of mine get a bit complex, so like {{(10+(5*modifier:cha)@min:0}} would be one, or {{(modifier:cha)/2@roundup@min:1}} for another.
Yes, you can. You do have to be particular about what order you put them in though.
Is that order listed somewhere?
Not that I recall. I figured it out by writing them and checking on a dummy character and then adjusting them until it worked properly.
I'm having trouble with this. In the Description field of a homebrew item, I'm trying to include a snippet, but the snippet is simply being treated as text and displayed verbatim. For example, if I write "The bonus is {{modifier:wis}}", the item description then just shows the bracketed text, rather than replacing it with the WIS mod. Help?
I'm having trouble with this. In the Description field of a homebrew item, I'm trying to include a snippet, but the snippet is simply being treated as text and displayed verbatim. For example, if I write "The bonus is {{modifier:wis}}", the item description then just shows the bracketed text, rather than replacing it with the WIS mod. Help?
Snippets only work in “snippet” fields, never “description” fields. Since magic items do not have snippet fields, we cannot use snippets on magic items.
I'm hombrewing a monster and a "special trait" I'm giving it relies on its Charisma modifier. I'm using the snippet {{modifier:cha}}, but it's not showing up in the final page. The text shows up as "{{modifier:cha}}" instead of the number. Is this just not meant to work with monsters?
Where's the best place to report a bug related to both snippets and homebrew?
(Long story short, I've noticed that copying a homebrew feat does not copy the original feat's snippet.)
((Long story still long, when I'm iterating on a magic item/feat I've found enough confusion when i want to test it by loading it onto a character, that I always edit the original item/feat, e.g., a Remnant of Gruumsh, then before loading it onto a character, I copy that feat/item to an obviously temporary name, e.g., COPY1 Remnant of Gruumsh, and then I go searching for it from a character sheet to load. Esp for feats -- which don't list the version numbers when selecting -- it's tricky to know when the item will be selectable. By copying with a rename, I know I'm picking up the version I expect. Except I discovered that when you copy a homebrew feat, the snippet is not copied, so I had to tweak my workflow further to create the feat as a copy, and then copy over the snippet before loading it onto a character.))
I'm having a scale value issue with an action ability I am writing for a homebrew. I have the level overrides in my ability, but when I go to write the snippet code for the ability and see it in the character sheet it says "scalevalue - No level scale data available". I have already tried the advice on post 146, but it doesn't change the way it comes out. The ability changes from a 1d6 to a 2d6.
If you're talking about unarmored defense. You can go to the modifiers for that level add a "Bonus" and then select unarmored ac and then set whatever stat you need for the extra AC like a barbarian is CON, or you can type a fixed value.
As for choosing two skills I believe you have to set those individually. So make it a separate modifier, then give it options and tell the thing you want two options for it. That should be in the section below the description where you type something like 1,1,3,5,5. That'll tell the builder you want to give them two options at level 1, 1 at level 3 and two at level 5 for example. Then set up the options, select "Proficiency" and add whichever one you want and repeat for the number of skills you want to give them the option for. Hope this helps
Ever wanted to play TicTacToe on your dndbeyond character sheet? Well now you can (sort of)!
Description:
Lets you play TicTacToe via adjusting ability scores. STR, DEX and CON are player 1; INT, WIS and CHA are player 2.
STR and INT represent the top row, DEX and WIS represent the middle row and CON and CHA represent the bottom row.
3 represents no field in the row. 4 represents the first field in the row, 5 the second and 6 the third. 1+2+4=7 represents both the first and the second field in the row, 1+3+4=8 represents first and third, 2+3+4=9 represents second and third and finally 1+2+3+4=10 represents all three fields at once.
The game is divided into two snippets representing player 1 and player 2 respectively. After each turn add the numbers in both snippets together. 0 represents game ongoing, 1 represents player 1 won, 2 represents player 2 won, 3 represents a tie.
Is there any way to reference different scaling values on a class feature? I made a new subclass for the artificer and one of it's features is something similiar to the Artillerist Cannon where it has a few enhancement options, but the options all have different scaling values instead of using the same one (like one goes from 1d6 to 1d8, other goes from 1d8 to 2d8 etc). The Actions I added scales just fine(since you add level scaling there) but not the text info from the feature since it can only refer to 1 scalevalue? Current solution is adding a new class feature and add in all the different options with their own scaling but that does not look as great as being able to have 1 table like the Artillerist Cannon table.
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Is that order listed somewhere?
Not sure if right thread to ask this.
working on homebrew race which as 1st level have 2 hit dice but not sure how to code This?
Not that I recall. I figured it out by writing them and checking on a dummy character and then adjusting them until it worked properly.
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It's probably safe to assume that it follows the order of operations and then evaluates left to right.
I'm having trouble with this. In the Description field of a homebrew item, I'm trying to include a snippet, but the snippet is simply being treated as text and displayed verbatim. For example, if I write "The bonus is {{modifier:wis}}", the item description then just shows the bracketed text, rather than replacing it with the WIS mod. Help?
Snippets only work in “snippet” fields, never “description” fields. Since magic items do not have snippet fields, we cannot use snippets on magic items.
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Ohhhh. Well, crap. Thanks, though.
I'm hombrewing a monster and a "special trait" I'm giving it relies on its Charisma modifier. I'm using the snippet {{modifier:cha}}, but it's not showing up in the final page. The text shows up as "{{modifier:cha}}" instead of the number. Is this just not meant to work with monsters?
Where's the best place to report a bug related to both snippets and homebrew?
(Long story short, I've noticed that copying a homebrew feat does not copy the original feat's snippet.)
((Long story still long, when I'm iterating on a magic item/feat I've found enough confusion when i want to test it by loading it onto a character, that I always edit the original item/feat, e.g., a Remnant of Gruumsh, then before loading it onto a character, I copy that feat/item to an obviously temporary name, e.g., COPY1 Remnant of Gruumsh, and then I go searching for it from a character sheet to load. Esp for feats -- which don't list the version numbers when selecting -- it's tricky to know when the item will be selectable. By copying with a rename, I know I'm picking up the version I expect. Except I discovered that when you copy a homebrew feat, the snippet is not copied, so I had to tweak my workflow further to create the feat as a copy, and then copy over the snippet before loading it onto a character.))
Is it planned to add snippets to homebrew spells and magic items in the future?
Is there code to add simple formatting to snippets?
I've got situations like "3d6{{modifier:wis}}" and they currently end up looking like 3d6+3. I'd like to make the 3d6 bold as well if possible.
I'm having a scale value issue with an action ability I am writing for a homebrew. I have the level overrides in my ability, but when I go to write the snippet code for the ability and see it in the character sheet it says "scalevalue - No level scale data available". I have already tried the advice on post 146, but it doesn't change the way it comes out. The ability changes from a 1d6 to a 2d6.
Thanks!
how would you set up a natural armor and a "choose 2 skills from (insert skills here)"
If you're talking about unarmored defense. You can go to the modifiers for that level add a "Bonus" and then select unarmored ac and then set whatever stat you need for the extra AC like a barbarian is CON, or you can type a fixed value.
As for choosing two skills I believe you have to set those individually. So make it a separate modifier, then give it options and tell the thing you want two options for it. That should be in the section below the description where you type something like 1,1,3,5,5. That'll tell the builder you want to give them two options at level 1, 1 at level 3 and two at level 5 for example. Then set up the options, select "Proficiency" and add whichever one you want and repeat for the number of skills you want to give them the option for. Hope this helps
I was trying to create a way to do the Tasha's Cauldron of Everything alternate Wizard feature: Cantrip Formulas
I tried copying the Feat Ritual Caster (Wizard) and modifying to Feat Cantrip Formulas (Wizard).
Almost worked, but it shows all cantrips as Rituals and I can't seem to find the setting that caused this
< Sorry wrong thread>
Ever wanted to play TicTacToe on your dndbeyond character sheet? Well now you can (sort of)!
Description:
Lets you play TicTacToe via adjusting ability scores. STR, DEX and CON are player 1; INT, WIS and CHA are player 2.
STR and INT represent the top row, DEX and WIS represent the middle row and CON and CHA represent the bottom row.
3 represents no field in the row. 4 represents the first field in the row, 5 the second and 6 the third.
1+2+4=7 represents both the first and the second field in the row, 1+3+4=8 represents first and third, 2+3+4=9 represents second and third and finally 1+2+3+4=10 represents all three fields at once.
The game is divided into two snippets representing player 1 and player 2 respectively. After each turn add the numbers in both snippets together. 0 represents game ongoing, 1 represents player 1 won, 2 represents player 2 won, 3 represents a tie.
Snippet Feat 1 called "TicTacToe Player 1":
{{(((((abilityscore:str,dex,con-9)@min:0+0)@max:1+0)+(((abilityscore:str-3)@max:1+0)*((abilityscore:dex-3)@max:1+0)*((abilityscore:con-3)@max:1+0)*((((5-abilityscore:str)@min:0+0)+((abilityscore:str-6)@min:0+0)*(((9-abilityscore:str)@min:0+0)@max:1+0))*((((5-abilityscore:dex)@min:0+0)+((abilityscore:dex-6)@min:0+0))*(((9-abilityscore:dex)@min:0+0)@max:1+0)*(((5-abilityscore:con)@min:0+0)+((abilityscore:con-6)@min:0+0))*(((9-abilityscore:con)@min:0+0)@max:1+0)+(((6-abilityscore:dex)@min:0+0)+((abilityscore:dex-6)@min:0+0))*(((abilityscore:dex-4)@min:0+0)@max:1+0)*((((8-abilityscore:dex)@min:0+0)@max:1+0)+(((abilityscore:dex-8)@min:0+0)@max:1+0))*((abilityscore:con-5)@min:0+0)*((((7-abilityscore:con)@min:0+0)@max:1+0)+(((abilityscore:con-7)@min:0+0)@max:1+0)))@max:1+0+(((6-abilityscore:str)@min:0+0)+((abilityscore:str-6)@min:0+0))*(((abilityscore:str-4)@min:0+0)@max:1+0)*((((8-abilityscore:str)@min:0+0)@max:1+0)+(((abilityscore:str-8)@min:0+0)@max:1+0))*((((6-abilityscore:dex)@min:0+0)+((abilityscore:dex-6)@min:0+0))*(((abilityscore:dex-4)@min:0+0)@max:1+0)*((((8-abilityscore:dex)@min:0+0)@max:1+0)+(((abilityscore:dex-8)@min:0+0)@max:1+0))*(((6-abilityscore:con)@min:0+0)+((abilityscore:con-6)@min:0+0))*(((abilityscore:con-4)@min:0+0)@max:1+0)*((((8-abilityscore:con)@min:0+0)@max:1+0)+(((abilityscore:con-8)@min:0+0)@max:1+0)))@max:1+0+((abilityscore:str-5)@min:0+0)*((((7-abilityscore:str)@min:0+0)@max:1+0)+(((abilityscore:str-7)@min:0+0)@max:1+0))*(((abilityscore:dex-5)@min:0+0)*((((7-abilityscore:dex)@min:0+0)@max:1+0)+(((abilityscore:dex-7)@min:0+0)@max:1+0))*((abilityscore:con-5)@min:0+0)*((((7-abilityscore:con)@min:0+0)@max:1+0)+(((abilityscore:con-7)@min:0+0)@max:1+0))+(((6-abilityscore:dex)@min:0+0)+((abilityscore:dex-6)@min:0+0))*(((abilityscore:dex-4)@min:0+0)@max:1+0)*((((8-abilityscore:dex)@min:0+0)@max:1+0)+(((abilityscore:dex-8)@min:0+0)@max:1+0))*(((5-abilityscore:con)@min:0+0)+((abilityscore:con-6)@min:0+0))*(((9-abilityscore:con)@min:0+0)@max:1+0))@max:1+0)))@max:1+0)}}
Snippet Feat 2 called "TicTacToe Player 2":
{{(((((abilityscore:int,wis,cha-9)@min:0+0)@max:1+0)+(((abilityscore:int-3)@max:1+0)*((abilityscore:wis-3)@max:1+0)*((abilityscore:cha-3)@max:1+0)*((((5-abilityscore:int)@min:0+0)+((abilityscore:int-6)@min:0+0)*(((9-abilityscore:int)@min:0+0)@max:1+0))*((((5-abilityscore:wis)@min:0+0)+((abilityscore:wis-6)@min:0+0))*(((9-abilityscore:wis)@min:0+0)@max:1+0)*(((5-abilityscore:cha)@min:0+0)+((abilityscore:cha-6)@min:0+0))*(((9-abilityscore:cha)@min:0+0)@max:1+0)+(((6-abilityscore:wis)@min:0+0)+((abilityscore:wis-6)@min:0+0))*(((abilityscore:wis-4)@min:0+0)@max:1+0)*((((8-abilityscore:wis)@min:0+0)@max:1+0)+(((abilityscore:wis-8)@min:0+0)@max:1+0))*((abilityscore:cha-5)@min:0+0)*((((7-abilityscore:cha)@min:0+0)@max:1+0)+(((abilityscore:cha-7)@min:0+0)@max:1+0)))@max:1+0+(((6-abilityscore:int)@min:0+0)+((abilityscore:int-6)@min:0+0))*(((abilityscore:int-4)@min:0+0)@max:1+0)*((((8-abilityscore:int)@min:0+0)@max:1+0)+(((abilityscore:int-8)@min:0+0)@max:1+0))*((((6-abilityscore:wis)@min:0+0)+((abilityscore:wis-6)@min:0+0))*(((abilityscore:wis-4)@min:0+0)@max:1+0)*((((8-abilityscore:wis)@min:0+0)@max:1+0)+(((abilityscore:wis-8)@min:0+0)@max:1+0))*(((6-abilityscore:cha)@min:0+0)+((abilityscore:cha-6)@min:0+0))*(((abilityscore:cha-4)@min:0+0)@max:1+0)*((((8-abilityscore:cha)@min:0+0)@max:1+0)+(((abilityscore:cha-8)@min:0+0)@max:1+0)))@max:1+0+((abilityscore:int-5)@min:0+0)*((((7-abilityscore:int)@min:0+0)@max:1+0)+(((abilityscore:int-7)@min:0+0)@max:1+0))*(((abilityscore:wis-5)@min:0+0)*((((7-abilityscore:wis)@min:0+0)@max:1+0)+(((abilityscore:wis-7)@min:0+0)@max:1+0))*((abilityscore:cha-5)@min:0+0)*((((7-abilityscore:cha)@min:0+0)@max:1+0)+(((abilityscore:cha-7)@min:0+0)@max:1+0))+(((6-abilityscore:wis)@min:0+0)+((abilityscore:wis-6)@min:0+0))*(((abilityscore:wis-4)@min:0+0)@max:1+0)*((((8-abilityscore:wis)@min:0+0)@max:1+0)+(((abilityscore:wis-8)@min:0+0)@max:1+0))*(((5-abilityscore:cha)@min:0+0)+((abilityscore:cha-6)@min:0+0))*(((9-abilityscore:cha)@min:0+0)@max:1+0))@max:1+0)))@max:1+0)*2}}
Maybe that helps someone with creating more sophisticated feats/classes/actions :)
Too bad there's a character limit for snippets. Otherwise you could put both in a single snippet :(
How would I make it so that the character would get resistance?
Snippet codes don’t “give” anything to characters. You need to add a “modifier” for that.
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Can you extract weight for a snippet entry on half character weight (i.e. for trap or ice breaking tolerance). If so, how would the calc syntax be?
-RZS
Is there any way to reference different scaling values on a class feature? I made a new subclass for the artificer and one of it's features is something similiar to the Artillerist Cannon where it has a few enhancement options, but the options all have different scaling values instead of using the same one (like one goes from 1d6 to 1d8, other goes from 1d8 to 2d8 etc). The Actions I added scales just fine(since you add level scaling there) but not the text info from the feature since it can only refer to 1 scalevalue? Current solution is adding a new class feature and add in all the different options with their own scaling but that does not look as great as being able to have 1 table like the Artillerist Cannon table.