Under The Sun
This is the current token properties list. If you would like more properties added for macros, let Clint know.
You can download this property set here
Here’s another pretty decent guide for macros
Level LevelBonus Experience (XP) Gold (GP) Strength (Str) Constitution (Con) Dexterity (Dex) Intelligence (Int) Wisdom (Wis) Charisma (Char) *@HP MaxHP TempHP Bloodied SurgeAmount SurgesPerDay *@SurgesRemaining *@AC *@Fortitude (Fort) *@Reflex (Ref) *@Will Speed Description (Des) StrBonus (StrMod) ConBonus (ConMod) DexBonus (DexMod) IntBonus (IntMod) WisBonus (WisMod) ChaBonus (ChaMod) InitBonus (InitMod) GroupInitBonus (GroupInitMod) SaveBonus (SaveMod) SpeedBonus (SpeedMod) *@ActionPoints (AP) Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery Ammunition Equipment Weapon1Attack Weapon1Damage Weapon1Crit Weapon2Attack Weapon2Damage Weapon2Crit Weapon3Attack Weapon3Damage Weapon3Crit
To use the above .mtprops file, run MapTool and go to Edit -> Campaign Properties. Then at the bottom click Import and load this .mtprops file. Then when you load your character token you will have all the latest token properties.
Grid squares are set to 1 unit, to match 1:1 with 4E’s battlegrid rules.
Light and vision ranges have been adjusted accordingly.
These macros may help you keep track of your token.This macro makes it easy to set/change your current HP. You will be prompted for your New HP value, which will be saved.
/self HP is now at [HP = NewHP]This macro will ask you for how much damage you’ve just taken then adjust your tokens HP, Bloodied State, and HP Bar appropriately.
[h: DamageTaken=Damage] [h: TempHP = TempHP - DamageTaken] [h: HP = HP + min(0, TempHP)] [h: TempHP = max(0,TempHP)] [h: HPDown = MaxHP-HP] [h: HideBar = If(HPDown==0,'setBarVisible("Health",0)','setBar("Health", HP/MaxHP)')] [h: BloodyDot = If(HP<=Bloodied, 'state.Bloodied=1', 'state.Bloodied=0')] [h: eval(HideBar)] [h: eval(BloodyDot)]This macro will ask you for how much healing you’ve just received and how many surges you must use to receive it. Then it will adjust your tokens HP, Bloodied State, Current Surges, and HP Bar appropriately.
[h: HealAmount=Healing_Received] [h: SurgesRemaining=SurgesRemaining-SurgesUsed] [h: HP=min(MaxHP, HP + HealAmount)] [h: HPDown = MaxHP-HP] [h: HideBar = If(HPDown==0,'setBarVisible("Health",0)','setBar("Health", HP/MaxHP)')] [h: BloodyDot = If(HP<=Bloodied, 'state.Bloodied=1', 'state.Bloodied=0')] [h: eval(HideBar)] [h: eval(BloodyDot)]You’ll be rolling initiative every fight, here’s how you do that. For this to work you need to set your InitBonus and GroupInitBonus properties. This also adds you to the Initiative window.
Initiative = [Init = Roll+InitBonus+GroupInitBonus+mod [h:addToInitiative(0,Init)]Here’s how you can set up your skills. Each skill has its own property.
Perception: [1d20+Perception]This is a basic attack roll with everything but the actual dice precalculated.
Longsword: [1d20+5] vs. AC, [1d10+2] damage.Here is the same attack expanded to use your character properties. This is nice because the macro will still work when you level up. Note that +2 is weapon proficiency (that and magic bonus could be also added to properties).
Longsword: [1d20 + LevelBonus + StrBonus + 2] vs. AC, [1d10 + StrBonus] damage.
Here’s an attack with crits doing max damage. You can see how complicated this can get.
Longsword: (natural [Attack=d20]) [Attack + LevelBonus + StrBonus + 2] vs. AC, [if(Attack == 20) : concat("Crit! ", 10 + StrBonus) ; 1d10 + StrBonus] damage.
This is what I use for monster attacks, because the bonuses are precalculated. It says the action publicly but rolls the attack (and checks for crit) privately.
<i>stabs with a crude dagger!</i> /self Dagger: (natural [Attack=d20]) [Attack+7] vs. AC. [if(Attack == 20) : "Crit! 8" ; 1d8 ] damage.