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Nov 12th, 2018
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  1. [h:status = input(
  2. "AttType|"+Attack1+","+Attack2+","+Attack3+","+Attack4+","+Attack5+"|Type of Attack|LIST|SELECT=0]",
  3. "Prof|1|Proficient?|CHECK",
  4. "Bonus|Advantage, Normal, Disadvantage|Advantage or Disadvantage?|LIST|SELECT=1",
  5. "GreatWeapon|0|Great Weapon Fighting?|CHECK",
  6. "Sneak|0|Sneak Attack?|CHECK",
  7. "Assassin|0|Assassin Suprise Attack?|CHECK"
  8. )]
  9.  
  10. [h:AttStat=0]
  11. [h:AttWeap=0]
  12. [h:DamDice=0]
  13. [h,if(Assassin==1):Bonus=0]
  14. [h,switch(Bonus),code:
  15. case 0: {[AttRoll=max(1d20,1d20)]
  16. };
  17. case 1: {[AttRoll=1d20]
  18. };
  19. case 2: {[AttRoll=min(1d20,1d20)]
  20. };
  21. default: {
  22. }
  23. ]
  24. [h,switch(AttType),code:
  25. case 0: {
  26. [AttStat=Attack1_Stat]
  27. [AttWeap=Attack1]
  28. [DamDice=Attack1_Dice]
  29. [DamSize=Attack1_Damage]
  30. [AttMod=Attack1_AttMod]
  31. [DamMod=Attack1_DamMod]
  32. [type=Attack1_Type]
  33. };
  34. case 1: {
  35. [AttStat=Attack2_Stat]
  36. [AttWeap=Attack2]
  37. [DamDice=Attack2_Dice]
  38. [DamSize=Attack2_Damage]
  39. [AttMod=Attack2_AttMod]
  40. [DamMod=Attack2_DamMod]
  41. [type=Attack2_Type]
  42. };
  43. case 2: {
  44. [AttStat=Attack3_Stat]
  45. [AttWeap=Attack3]
  46. [DamDice=Attack3_Dice]
  47. [DamSize=Attack3_Damage]
  48. [AttMod=Attack3_AttMod]
  49. [DamMod=Attack3_DamMod]
  50. [type=Attack3_Type]
  51. };
  52. case 3: {
  53. [AttStat=Attack4_Stat]
  54. [AttWeap=Attack4]
  55. [DamDice=Attack4_Dice]
  56. [DamSize=Attack4_Damage]
  57. [AttMod=Attack4_AttMod]
  58. [DamMod=Attack4_DamMod]
  59. [type=Attack4_Type]
  60. };
  61. case 4: {
  62. [AttStat=Attack5_Stat]
  63. [AttWeap=Attack5]
  64. [DamDice=Attack5_Dice]
  65. [DamSize=Attack5_Damage]
  66. [AttMod=Attack5_AttMod]
  67. [DamMod=Attack5_DamMod]
  68. [type=Attack5_Type]
  69. };
  70. default: {
  71. }
  72. ]
  73. [h,switch(AttStat),code:
  74. case 0: {
  75. [AttStat=St]
  76. };
  77. case 1: {
  78. [AttStat=Dx]
  79. };
  80. case 2: {
  81. [AttStat=Cn]
  82. };
  83. case 3: {
  84. [AttStat=In]
  85. };
  86. case 4: {
  87. [AttStat=Ws]
  88. };
  89. case 5: {
  90. [AttStat=Ch]
  91. };
  92. default: {
  93. }
  94. ]
  95. [h,if(AttRoll==20||Assassin==1):SneakAttack=Sneak_Attack*2;SneakAttack=Sneak_Attack]
  96. [h,if(AttRoll==20||Assassin==1):DamDice=DamDice*2]
  97. [h:Damage=0+AttStat+DamMod]
  98. [h,while(DamDice>0),CODE:
  99. {
  100. [TempRoll=roll(1,DamSize)]
  101. [if(GreatWeapon==1&&TempRoll<3):TempRoll=roll(1,DamSize)]
  102. [Damage=Damage+TempRoll]
  103. [DamDice=DamDice-1]
  104. }]
  105. [h,while(SneakAttack>0&&Sneak),CODE:
  106. {
  107. [TempRoll=roll(1,6)]
  108. [if(GreatWeapon==1&&TempRoll<3):TempRoll=roll(1,6)]
  109. [Damage=Damage+TempRoll]
  110. [SneakAttack=SneakAttack-1]
  111. }]
  112. [h:Damage=max(Damage,1)]
  113. [t:token.name] attacks with a [t:AttWeap]! <br>
  114. Attack Roll: [t:AttRoll+Prof*Proficiency+AttStat+AttMod] <br>
  115. [if(AttRoll==20||Assassin==1),code:
  116. {
  117. <b>CRITICAL HIT!</b>
  118. };{}]
  119. Dealing [t:Damage] [t:type] damage!
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