The system really does not like when you put in more than one bracket () into one another, so if you write it like so: {{ ( abilityscore:wis - 10 - 3 / 2 )@rounddown}}
It does not care for the sequence of operators, it only cares if there are brackets and then goes from left to right inside those brackets.
And for the AC, i have not found anything good, so you could get the basic AC from the following: {{ ( abilityscore:dex - 10 / 2 ) @rounddown + 10 }}
How do I format spells in order to get the window to pop up with all the details on how they work? I'm new to creating things and I can't figure that part out.
How do I format spells in order to get the window to pop up with all the details on how they work? I'm new to creating things and I can't figure that part out.
Hello! You'll want to use [ spell*]magic missile[/ spell*] without the asterisks*. It will look like this: magic missile. You can find more about tool tips in this thread.
Okay, I am completely lost; how do I actually input the values for a {{scalevalue}} snippet? Where do I put them? How do I put them into the code block?
EDIT: After further digging, I have seen several references to "Level Scaling" but it does not exist within the Class Feature options. I also cannot put it into the classfeature itself because two different options have two different scaling patterns (one with increased dice and one with increased fixed value).
Class features do not have access to the Scalevalue snippet. And i don't quite get what you are trying to accomplish, if you wrote it out a bit, we might be able to help you solve it without banging our heads against a wall ;D . If you want to make the optional snippet box modular, you can always try to go at it with the {{classlevel}} snippet and then work with @min:x and @max:x and @rounddown and so forth to clean it up.
I have a feature that has three different options, which each have their own special abilities. One choice grants the ability to give each creature of your choice within 10 feet of you a flat amount of Temp HP, which scales with level (3 at 3, 4 at 6, 5 at 10, 6 at 14). Another choice deals a rolled amount of damage that scales with level (1d6 at 3, 2d6 at 6, 3d6 at 10, 4d6 at 14).
I have tried the @max:x and @rounddown, but unfortunately the snippet code keeps returning an error because it doesn't like when they are put together. So far, I've been able to make it work by just inputting it like the Dragonborn's breath ability: [3rd] 3, [6th] 4, etc.
Ok this took me some time tbh. I went in between trying to make it pure classlevel dependant and just horrendously complicated as saw the distributed levels, but then i got over that and made this:
You gain {{ ( classlevel@min:6 @max:14 - 6 / 4 ) @rounddown + ( classlevel@max:6 / 3 ) @rounddown + 2 }} Temporary HP
What scaling were you thinking of? for the one you showed me initially it was simply the snippet with 'd6' added to the end of it, if you want to change the d6 to other dice at specific intervals you would have to send me the levels once more as you have to construct the snippet to match the levels as there is no real easy way to do these sadly.
As it is right now no. I am assuming you want this on a displayed action. You would have to manually adjust a snippet formula to adjust to the corresponding value. I don't rly know if you can reference a class with a snippet, but you could try to make it like this if you are a pure Barbarian
While raging you deal {{ ( characterlevel@min:8 -8 / 7) @roundup + 2 #signed}} points of damage.
As it is right now no. I am assuming you want this on a displayed action. You would have to manually adjust a snippet formula to adjust to the corresponding value. I don't rly know if you can reference a class with a snippet, but you could try to make it like this if you are a pure Barbarian
While raging you deal {{ ( characterlevel@min:8 -8 / 7) @roundup + 2 #signed}} points of damage.
I was afraid that might be the case. I did see in the snippit codes that you could refer to class levels so I'll try that using your suggestion. Thanks for the help.
Is there still no working fix for the snipped code for fixedvalue? I'm getting the error people mentioned in November, with it just giving the "fixed value is missing" error, despite the fact that my Action blatantly has the "fixed value" field filled in.
I'm looking for a way to show a damage value based on the monks Martial Arts die. A homebrew ability that allows a grapple based on Dex will have a feature that on a successful grapple, the player can deal damage to the target equal to their Martial Arts Die + Dex mod (I.E an unarmed attack). {{scaledvalue+modifier:dex}} doesn't work, and I can't find a snippet for the specific class feature for Martial Arts.
Well i hope you are going for a feature for a monk subclass, in that case it would be:
1d{{ (classlevel + 1 / 6) @rounddown * 2 + 4}} is your martial arts die you deal {{ (classlevel + 1 / 6) @rounddown * 2 + 4 + modifier:dex}} damage
If you want to do this with a feat it would be the following, although it only works for pure monks, but if you just want progression with monk martial arts die for the level this is it:
1d{{ (characterlevel + 1 / 6) @rounddown * 2 + 4}} is your martial arts die you deal {{ (characterlevel + 1 / 6) @rounddown * 2 + 4 + modifier:dex}} damage
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Hey, sorry, I meant to reply and thank you for this!
whats the code for Vulnerable i thought it would be rule but it says no tooltip found
My Spells, My Races, My Magic Items, My Monsters, My Subclasses,
How do I format spells in order to get the window to pop up with all the details on how they work? I'm new to creating things and I can't figure that part out.
Hello! You'll want to use [ spell*]magic missile[/ spell*] without the asterisks*. It will look like this: magic missile. You can find more about tool tips in this thread.
Not sure if I missed it, but is there a snippet for:
(CHA Modifier)*d4
Looking to add something like this as a aura based damage bonus.
Also, is there a way to give a magic shield/armor a hit point pool? It would dispel when the pool hits zero. Something like:
HP= (proficiency) *10
Thanks!
That would be For HP:
{{proficiency * 10}}
And for charisma modifier:
{{ abilityscore:cha - 10 / 2 / 2 @rounddown * 4 }}
Okay, I am completely lost; how do I actually input the values for a {{scalevalue}} snippet? Where do I put them? How do I put them into the code block?
EDIT: After further digging, I have seen several references to "Level Scaling" but it does not exist within the Class Feature options. I also cannot put it into the classfeature itself because two different options have two different scaling patterns (one with increased dice and one with increased fixed value).
Class features do not have access to the Scalevalue snippet. And i don't quite get what you are trying to accomplish, if you wrote it out a bit, we might be able to help you solve it without banging our heads against a wall ;D .
If you want to make the optional snippet box modular, you can always try to go at it with the {{classlevel}} snippet and then work with @min:x and @max:x and @rounddown and so forth to clean it up.
I have a feature that has three different options, which each have their own special abilities. One choice grants the ability to give each creature of your choice within 10 feet of you a flat amount of Temp HP, which scales with level (3 at 3, 4 at 6, 5 at 10, 6 at 14). Another choice deals a rolled amount of damage that scales with level (1d6 at 3, 2d6 at 6, 3d6 at 10, 4d6 at 14).
I have tried the @max:x and @rounddown, but unfortunately the snippet code keeps returning an error because it doesn't like when they are put together. So far, I've been able to make it work by just inputting it like the Dragonborn's breath ability: [3rd] 3, [6th] 4, etc.
Ok this took me some time tbh. I went in between trying to make it pure classlevel dependant and just horrendously complicated as saw the distributed levels, but then i got over that and made this:
You gain {{ ( classlevel@min:6 @max:14 - 6 / 4 ) @rounddown + ( classlevel@max:6 / 3 ) @rounddown + 2 }} Temporary HP
That is your Temp HP calculation
and for the damage, it is simply
You deal {{ ( classlevel@min:6 @max:14 - 6 / 4 ) @rounddown + ( classlevel@max:6 / 3 ) @rounddown }}d6 damage ...
Thanks so much! How would I get the damage dice to scale?
What scaling were you thinking of? for the one you showed me initially it was simply the snippet with 'd6' added to the end of it, if you want to change the d6 to other dice at specific intervals you would have to send me the levels once more as you have to construct the snippet to match the levels as there is no real easy way to do these sadly.
Would it be that simple? Awesome! Thanks!
Is there a way to use scalevalue in a feat? For instance, if I want to refer to a barbarian's rage damage bonus.
As it is right now no. I am assuming you want this on a displayed action. You would have to manually adjust a snippet formula to adjust to the corresponding value. I don't rly know if you can reference a class with a snippet, but you could try to make it like this if you are a pure Barbarian
While raging you deal {{ ( characterlevel@min:8 -8 / 7) @roundup + 2 #signed}} points of damage.
I was afraid that might be the case. I did see in the snippit codes that you could refer to class levels so I'll try that using your suggestion. Thanks for the help.
Is there still no working fix for the snipped code for fixedvalue? I'm getting the error people mentioned in November, with it just giving the "fixed value is missing" error, despite the fact that my Action blatantly has the "fixed value" field filled in.
Yeah they have not changed that yet and i tried out some versions and the {{fixedvalue}} snippet does not correspond to any of the input boxes.
I'm looking for a way to show a damage value based on the monks Martial Arts die. A homebrew ability that allows a grapple based on Dex will have a feature that on a successful grapple, the player can deal damage to the target equal to their Martial Arts Die + Dex mod (I.E an unarmed attack). {{scaledvalue+modifier:dex}} doesn't work, and I can't find a snippet for the specific class feature for Martial Arts.
Well i hope you are going for a feature for a monk subclass, in that case it would be:
1d{{ (classlevel + 1 / 6) @rounddown * 2 + 4}} is your martial arts die
you deal {{ (classlevel + 1 / 6) @rounddown * 2 + 4 + modifier:dex}} damage
If you want to do this with a feat it would be the following, although it only works for pure monks, but if you just want progression with monk martial arts die for the level this is it:
1d{{ (characterlevel + 1 / 6) @rounddown * 2 + 4}} is your martial arts die
you deal {{ (characterlevel + 1 / 6) @rounddown * 2 + 4 + modifier:dex}} damage