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Difference between revisions of "Reusing Rolls"

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In early 2020, it was noticed that you could re-use roll in macros without using API. This Page lists some of the top posts and comments that figures out uses for it.
+
{{revdate}}In early 2020, it was noticed that you could re-use roll in [[macros]] without using [[API]]. This page lists some of the top posts and comments that figures out uses for it.
  
* [https://app.roll20.net/forum/post/8716289/processing-dollars-0-dot-dot-dot-is-it-possible/?pageforid=8716289#post-8716289 Original discovery by Syneran]
+
* {{forum|permalink/9091992/ Reusing Rolls - Megathread}}
 +
* {{forum|post/9161706/re-use-die-rolls-in-macros-treated-as-numbers-rather-than-just-text Re-use die rolls in macros, treated as numbers rather than just text}} - Suggestion Forums
 +
{{NavMacroDocs}}
 +
* {{forum|permalink/8716289/ Original discovery}} by Syneran
 +
<br>
 +
==Collected Tricks==
 +
===Scott C's Original Trick===
 +
{{forum|permalink/8747581/ Stupid Roll20 Tricks (and some clever ones)}} - Initial Trick writeup - [[Scott|Scott C]]
  
==Scott C's Trick==
+
'''Disclaimer: This trick takes advantage of emergent behavior that may not be intended and may be patched'''
[https://app.roll20.net/forum/post/5899495/stupid-roll20-tricks-and-some-clever-ones/?pageforid=8747581#post-8747581 Stupid Roll20 Tricks (and some clever ones) - forum link]
+
 
+
*Disclaimer: This trick takes advantage of emergent behavior that may not be intended and may be patched*
+
  
 
I can't take credit for this trick. Syneran discovered the capability. But, long story short, it is actually possible to reuse rolls with some small caveats. Here's a summary of the info discovered in the linked forum thread:
 
I can't take credit for this trick. Syneran discovered the capability. But, long story short, it is actually possible to reuse rolls with some small caveats. Here's a summary of the info discovered in the linked forum thread:
  
The chat accepts the inline roll indexing used in the API (and apparently the roll parser itself), so you can do:
+
The chat accepts the [[Inline Rolls|inline roll]] indexing used in the [[API]] (and apparently the roll parser itself), so you can do:
<pre>
+
<pre style="overflow:hidden;white-space:pre-wrap">
 
[[ [[1d20]] + [[1d6]] + [[6]] ]] = $[[0]] + $[[1]] + $[[2]]
 
[[ [[1d20]] + [[1d6]] + [[6]] ]] = $[[0]] + $[[1]] + $[[2]]
 
</pre>
 
</pre>
And get an output that would read something like this:
+
And get an output that would read like this:
  
(image todo)
+
[[File:Reuse-rolls-ex1.png]]
  
The limited part is you can't use those indexed rolls inside other rolls. So for instance, you can't reverse the above output like this:
+
The limited part is you can't use those indexed rolls inside other rolls. So for instance, you '''cannot''' reverse the above output in the following way:
 
+
<pre style="overflow:hidden;white-space:pre-wrap">
<pre>
+
 
[[1d20]] + [[1d6]] + [[6]] = [[$[[0]] + $[[1]] + $[[2]] ]]
 
[[1d20]] + [[1d6]] + [[6]] = [[$[[0]] + $[[1]] + $[[2]] ]]
 
</pre>
 
</pre>
 +
Using the indexes appears to break any containing [[Inline Rolls|inline rolls]], like so:
  
Using the indexes appears to break any containing inline rolls, like so:
+
[[File:Reuse-rolls-ex2-bad.png]]
 
+
  
 
Additionally, the indexing is line specific, so this also doesn't work:
 
Additionally, the indexing is line specific, so this also doesn't work:
  
<pre>
+
<pre style="overflow:hidden;white-space:pre-wrap">
 
[[1d20]] + [[1d6]] + [[6]]
 
[[1d20]] + [[1d6]] + [[6]]
 
[[$[[0]] + $[[1]] + $[[2]] ]]
 
[[$[[0]] + $[[1]] + $[[2]] ]]
 
</pre>
 
</pre>
 +
[[File:Reuse-rolls-ex3-bad.png]]
  
These are pretty big limitations if you're just typing rolls into chat, but we can circumvent it through good use of roll templates. For instance, we could hid the actual roll in between roll template fields, and then present them in whatever order we wanted:
+
However, a new line can be achieved by using <code>%NEWLINE%</code>:
  
<pre>
+
<pre style="overflow:hidden;white-space:pre-wrap">
 +
[[1d20]] + [[1d6]] + [[6]] %NEWLINE% [[$[[0]] + $[[1]] + $[[2]] ]]
 +
</pre>
 +
 
 +
These are pretty big limitations if you're just typing rolls into {{Text Chat}}, but we can circumvent it through good use of [[Roll Templates|roll templates]]. For instance, we could hide the actual roll in between roll template fields, and then present them in whatever order we wanted:
 +
 
 +
<pre style="overflow:hidden;white-space:pre-wrap">
 
&{template:default} [[ [[1d20]] + [[1d6]] + [[6]] ]] {{name=My Attack}} {{$[[0]] + $[[1]] + $[[2]]==$[[3]]}}
 
&{template:default} [[ [[1d20]] + [[1d6]] + [[6]] ]] {{name=My Attack}} {{$[[0]] + $[[1]] + $[[2]]==$[[3]]}}
 
</pre>
 
</pre>
Line 42: Line 52:
 
which would give us this output:
 
which would give us this output:
  
(image todo)
+
[[File:Reuse-rolls-ex4-template.png|Reuse Rolls example using roll template]]
  
 
For those with API access, the API sees this message with the proper indexes showing, so any API that handles rolls should react to these indexed rolls just like they were regular rolls.
 
For those with API access, the API sees this message with the proper indexes showing, so any API that handles rolls should react to these indexed rolls just like they were regular rolls.
Line 52: Line 62:
 
'''Character Sheets'''
 
'''Character Sheets'''
  
When making custom character sheets (or sheets for the repo), one of the big hurdles has been accomodating systems that require you to know multiple things about a complex roll. Something like say the success of a roll in relation to a target number, as well as the value of the roll itself. Or if a given number on a die counts as 0 (or some other number).
+
When making [[BCS|custom character sheets]] (or sheets for the repo), one of the big hurdles has been accommodating systems that require you to know multiple things about a complex roll. Something like say the success of a roll in relation to a target number, as well as the value of the roll itself. Or if a given number on a die counts as 0 (or some other number).
  
 
'''General Macro Creation'''
 
'''General Macro Creation'''
Line 58: Line 68:
 
Now we can create macros that do our math for us. Total the damage from a complicated attack (or one that hit several times), display the parts of a roll so that what went into that roll is visible without needing to hover over it. And I'm sure folks will come up with quite a few other ideas that I haven't even thought of.
 
Now we can create macros that do our math for us. Total the damage from a complicated attack (or one that hit several times), display the parts of a roll so that what went into that roll is visible without needing to hover over it. And I'm sure folks will come up with quite a few other ideas that I haven't even thought of.
  
==GiG's Followup==
+
===Reordering Rows===
* https://app.roll20.net/forum/permalink/8761813/
+
* {{fpl|8761813/ post}} by [[GiGs]]
  
Develops further some ideas based on Scott's original '''Reuse Rolls''' stupid trick.
+
Develops further some ideas based on Scott's original '''Reuse Rolls''' trick.
  
==Rolltemplate Helper functions==
+
one feature lots of people have asked for over the years, is to be able to roll a set of ability scores, and show the total at the same time. With this new trick, you can do that. For example:
By GiGs
+
  
* https://app.roll20.net/forum/permalink/9028352/
+
<pre style="overflow:hidden;white-space:pre-wrap">
 +
&{template:default} {{name=Stats}} {{total=[[ [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] +[[4d6kh3]] ]] }} {{STR=$[[0]]}} {{DEX=$[[1]]}} {{CON=$[[2]]}} {{INT=$[[3]]}} {{WIS=$[[4]]}} {{CHA=$[[5]]}}
 +
</pre>
 +
This will result in:
 +
 
 +
[[File:Reuse-rolls-rows-ex1.png]]
 +
 
 +
The problem here is it shows the Total first. I havent found a way to use the $[[ ]] syntax to access a roll that others are nested inside, like Total here? Has anyone else figured out how to do that?
 +
 
 +
 
 +
My trick is: there is way to reorder the rows within the template, if you dont mind using numbers as the row titles:
 +
<pre style="overflow:hidden;white-space:pre-wrap">
 +
&{template:default} {{name=Stats}} {{total=[[ [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] +[[4d6kh3]] ]] }} {{1=$[[0]]}} {{2=$[[1]]}} {{3=$[[2]]}} {{4=$[[3]]}} {{5=$[[4]]}} {{6=$[[5]]}}
 +
</pre>
 +
This will result in:
 +
 
 +
[[File:Reuse-rolls-rows-ex2.png]]
 +
 
 +
It turns out that if your default template row name (the part before the =) is just a number, it gets sorted before any text entries, and in numerical ascending order.  
 +
 
 +
If you want text labels, you put them after the <code>=</code>, like so:
 +
<pre style="overflow:hidden;white-space:pre-wrap">
 +
&{template:default} {{name=Stats}} {{total=[[ [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] +[[4d6kh3]] ]] }} {{1=STR: $[[0]]}} {{2=DEX: $[[1]]}} {{3=CON: $[[2]]}} {{4=INT: $[[3]]}} {{5=WIS: $[[4]]}} {{6=CHA: $[[5]]}}
 +
</pre>
 +
 
 +
[[File:Reuse-rolls-rows-ex3.png]]
 +
 
 +
So there you go, another implementation of the new 'feature' (or is it a bug), and another undocumentated feature (or is it a bug?) of rolltemplates.
 +
 
 +
Note: negative numbers are sorted just like text, they don't change position. This trick works only for numbers 0 and higher. They dont have to be consecutive. It also doesnt work for [[Inline Rolls|inline rolls]].
 +
 
 +
[[File:Reuse-rolls-rows-ex3.png]]
 +
 
 +
===Rolltemplate Helper functions===
 +
by '''[[GiGs]]'''
 +
 
 +
* {{fpl|9028352/ link}}
  
 
'''Note:''' This is specifically for [[BCS|character sheet designers]], but it's an implementation of an earlier trick from this thread that is only documented here.
 
'''Note:''' This is specifically for [[BCS|character sheet designers]], but it's an implementation of an earlier trick from this thread that is only documented here.
Line 75: Line 120:
  
 
For instance:
 
For instance:
<pre>
+
<pre style="overflow:hidden;white-space:pre-wrap">
 
&{template:custom} [[ [[1d100]] - ?{Target Number?|50}]] {{target=[[?{Target Number?}]]}} {{raw_roll=$[[0]]}} {{difference=$[[1]]}}
 
&{template:custom} [[ [[1d100]] - ?{Target Number?|50}]] {{target=[[?{Target Number?}]]}} {{raw_roll=$[[0]]}} {{difference=$[[1]]}}
 
</pre>
 
</pre>
  
 
and a rolltemplate
 
and a rolltemplate
<pre data-language="html">
+
<pre data-language="html" style="overflow:hidden;white-space:pre-wrap">
 
<rolltemplate class="sheet-rolltemplate-custom">
 
<rolltemplate class="sheet-rolltemplate-custom">
 
       <div class="sheet-content">
 
       <div class="sheet-content">
Line 97: Line 142:
 
This makes these quantities even more useful for character sheet design.
 
This makes these quantities even more useful for character sheet design.
  
==Two Unique Roll Results==
+
===Two Unique Roll Results===
by Persephone
+
by '''Persephone'''
* https://app.roll20.net/forum/permalink/9029428/
+
* {{fpl|9029428/ link}}
  
 
I was trying to find a way to roll 2d8, getting both results separately without getting the same result twice, when I remembered this trick. Turns out it works for inline rolls that are nested inside each other.
 
I was trying to find a way to roll 2d8, getting both results separately without getting the same result twice, when I remembered this trick. Turns out it works for inline rolls that are nested inside each other.
Line 111: Line 156:
 
I haven't yet tested multiple nested layers or multiple inline rolls within the main roll, but I suspect preventing more than 2 rolls from matching would get quite complex, if at all possible.
 
I haven't yet tested multiple nested layers or multiple inline rolls within the main roll, but I suspect preventing more than 2 rolls from matching would get quite complex, if at all possible.
  
('''Comment''': GiGs would rather call this something like ''Multiple Rolls - Each Unique'')
+
('''Comment''': [[GiGs]] would rather call this something like ''Multiple Rolls - Each Unique'')
  
==Reusing Rolls (advanced)==
+
===Reusing Rolls (advanced)===
by Gibli
+
{{fpl|9091003/ example}} by '''Gibli'''
* https://app.roll20.net/forum/permalink/9091003/
+
  
I always wanted to be able to re-use a Roll in a subsidiary Roll, but as stated by [https://app.roll20.net/forum/permalink/8747581/ Scott C. here], it breaks the inline Roll.
 
  
 +
I always wanted to be able to re-use a Roll in a subsidiary Roll, but as stated by Scott C. {{fpl|8747581/ here}}, it breaks the [[Inline Roll]].
  
So, here I thought of a workaround : why not call an Ability depending of the result of my Roll through a button ?
+
 
 +
So, here I thought of a workaround : why not call an Ability depending of the result of my Roll through a button, like making a [[Chat Menu]] ?
 
It might ask a lot of work most of the time, but in some cases it's pretty simple and quick to put in place.
 
It might ask a lot of work most of the time, but in some cases it's pretty simple and quick to put in place.
  
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| '''What didn't work'''
 +
|-
 +
| Initial attempt:
  
However, it didn't work through my first attempt.
+
I have a trap which when you fall in it make you hit by 1d4 spikes, each spike doing 1d4+2 damages.
  
 
+
Then, I wanna have something like this(Of course, it doesn't work as is.):
Here is an example : I have a trap which when you fall in it make you hit by 1d4 spikes, each spike doing 1d4+2 damages.
+
<pre style="overflow:hidden;white-space:pre-wrap">
 
+
Then, I wanna have something like this :
+
<pre>
+
 
[[1d4]] [[ $[[0]]d4 + 2*$[[0]] ]]
 
[[1d4]] [[ $[[0]]d4 + 2*$[[0]] ]]
 
</pre>
 
</pre>
Of course, it doesn't work as is.
 
  
So, I put them in different abilities with a call through a button like this :
+
 
 +
* Naming the abilities <code>PikesDamages1</code> to <code>PikesDamages4</code> didn't work, as pressing the  roll button on <code>Trap</code> will not process <code><nowiki>PikesDamages$[[0]]</nowiki></code>, but instead interpret the ability name as <code>PikesDamages Rolling 1d4 = (1)'>1</code>
 +
 
 +
* When you put the caller to the previous roll <code><nowiki>$[[0]]</nowiki></code> in the parenthesis for the name of the ability, it is replaced by a text such like this :
 +
 
 +
 
 +
<code><nowiki>[Throw](~PikesDamages Rolling 1d4 = (1)'>1)</nowiki></code>
 +
 
 +
This text is specifically for a call to a Roll of 1d4 which resulted in a 1.
 +
 
 +
For you to have spaces in the name of an Ability, you can simply write the name you want anywhere and then simply copy/past it.
 +
Spaces are replaced by dashes only while you type them, the copy/past bypass this.
 +
|}
 +
 
 +
 
 +
After some testing, saving <code>Trap</code> as a character [[Journal#Abilities|abilities]] with a roll button for the damage:
 
'''Trap :'''
 
'''Trap :'''
<pre>
+
<pre style="overflow:hidden;white-space:pre-wrap">
 
&{template:default} {{name=Trap}} {{Pikes=[[1d4]]}} {{Damages=[Throw](~PikesDamages$[[0]])}}
 
&{template:default} {{name=Trap}} {{Pikes=[[1d4]]}} {{Damages=[Throw](~PikesDamages$[[0]])}}
 
</pre>
 
</pre>
'''PikesDamages1 :'''
+
Then save these 4 with '''exactly''' these names, as more character abilities:
<pre>
+
 
 +
<pre style="overflow:hidden;white-space:pre-wrap">
 +
PikesDamages  Rolling 1d4 = (1)'>1
 
&{template:default} {{name=Pikes Damages}} {{Damages=[[1d4+2]]}}
 
&{template:default} {{name=Pikes Damages}} {{Damages=[[1d4+2]]}}
</pre>
+
 
'''PikesDamages2 :'''
+
PikesDamages  Rolling 1d4 = (2)'>2
<pre>
+
 
&{template:default} {{name=Pikes Damages}} {{Damages=[[2d4+4]]}}
 
&{template:default} {{name=Pikes Damages}} {{Damages=[[2d4+4]]}}
</pre>
+
 
'''PikesDamages3 :'''
+
PikesDamages  Rolling 1d4 = (3)'>3
<pre>
+
 
&{template:default} {{name=Pikes Damages}} {{Damages=[[3d4+6]]}}
 
&{template:default} {{name=Pikes Damages}} {{Damages=[[3d4+6]]}}
</pre>
+
 
'''PikesDamages4 :'''
+
PikesDamages  Rolling 1d4 = (4)'>4
<pre>
+
 
&{template:default} {{name=Pikes Damages}} {{Damages=[[4d4+8]]}}
 
&{template:default} {{name=Pikes Damages}} {{Damages=[[4d4+8]]}}
 
</pre>
 
</pre>
  
The trick is that the previous Roll shall be replace by 1, 2, 3 or 4 in the name of my Ability, making the button call the correct one.
+
[[File:Reuse-rolls-advanced-ability-button-ex.gif|700px|thumbnail|center|Rolling the Trap. Depending on the initial <code>1d4</code> result, it changes which dmg ability is used for rolling damage.]]
  
 +
'''Note(Gibli):''' I haven't found why, but it seems that the button need to be put at the end of the rolltemplate, it might not appear in the chat otherwise. And be careful if your rolltemplate has many intricate [[Inline Rolls]], try to always put the one you want to Reuse first, and your button last in the rolltemplate.
  
Yet, as I said, my first try didn't work for a pretty simple reason :
+
===Computed rolls and order independence===
 +
[https://app.roll20.net/forum/permalink/10534037/ Rainbowencoder]
  
When you pu the caller to the previous roll <code><nowiki>$[[0]]</nowiki></code> in the parenthesis for the name of the ability, it is replaced by a text such like this :
+
With the addition of [[CRP|computed rolls]] comes new syntax to reference those rolls.
  
 +
So if you have a roll <code><nowiki>$[[0]]</nowiki></code> you can access the computed roll based on it via <code><nowiki>$[[0.computed]]</nowiki></code> additionally all rolls have a computed roll that defaults to the original roll. You can even use the <code>.computed</code> version without requiring a [[Roll Template]] at all.
 +
 +
Referencing a roll in this way also doesn't interfere with nested rolls like a standard reference would.
 +
 +
So while this breaks:
 
<pre>
 
<pre>
[Throw](~PikesDamages Rolling 1d4 = (1)'>1)
+
$[[0]] plus $[[1]] equals [[ [[1d10]] + [[2d6]] ]]</pre>
</pre>
+
  
This text is specifically for a call to a Roll of 1d4 which resulted in a 1.
+
Using the <code>.computed</code> version allows it to work
 +
<pre>
 +
$[[0.computed]] plus $[[1.computed]] equals [[ [[1d10]] + [[2d6]] ]]</pre>
  
  
So here is the workaround :
+
This could also be used when [https://app.roll20.net/forum/permalink/9112320/ Overwriting template fields in macros]. Since the fields you overwrite have to be before the ones that do the conditional overwriting you wouldn't have previously been able to reference any of the rolls used in determining the decision but with this you can
  
Rather than calling the abilities <code>PikesDamages1</code> to <code>PikesDamages4</code>, I called them <code>PikesDamages Rolling 1d4 = (1)'>1</code> to <code>PikesDamages  Rolling 1d4 = (4)'>4</code>, and it works perfectly !
+
=== Reusing rolls, [] pair matter and math ===
 +
* https://app.roll20.net/forum/post/10690257/reusing-rolls-pair-matter-and-math-seems-to-possible
  
 +
Long thread with many tricks and insights
  
For you to have spaces in the name of an Ability, you can simply write the name you want anywhere and then simply copy/past it.
+
=== Macro curiosities, or how to overcomplicate everything ===
Spaces are replaced by dashes only while you type them, the copy/past bypass this.
+
In the [https://app.roll20.net/forum/post/10693202/macro-curiosities-or-how-to-overcomplicate-everything forum thread Macro curiosities, or how to overcomplicate everything by RainbowEncoder], RainbowEncoder shows a way to duplicate the result of a roll and to reuse it multiple times for further rolls or calculation shown in [https://app.roll20.net/forum/post/10693202/macro-curiosities-or-how-to-overcomplicate-everything/?pageforid=10693212#post-10693212 the post about Improved roll index manipulation and Duplicating a roll result for further calculations].
  
 +
===Reusing Rolls to get additional crit damage===
 +
* [https://app.roll20.net/forum/permalink/10925029/ trick] by Spencer
  
'''Note(Gibli):''' I haven't found why, but it seems that the button need to be put at the end of the RollTemplate. He might not appear in the chat otherwise. And be carefull if your RollTemplate has many intricated Inline Rolls, try to always put the one you want to Reuse first, and your button last in the RollTemplate.
+
<pre>
 +
&{template:default} {{name=Crit}} {{2= Damage : [[ [[1d6+5]]+[[floor(( $[[1]]/50)d6)]] ]]}} {{1=Check : [[ [[1d20+5]] ]]}}
 +
</pre>
  
 +
==Sheets using this trick==
 +
* {{repo|Roll20/roll20-character-sheets/tree/master/Barbaric Barbaric!}} "reuse roll" trick is used for determining if a <code>2d6</code> roll is either a <code>2</code> or <code>12</code>, which in the system are crit success and fumble. • by [[Andreas J.]]
 +
 +
==See Also==
 +
* [[Inline Rolls]]
 +
* '''[[Complete Guide to Macros & Rolls‎]]'''
 +
** {{Text Chat}} - where the roll results appear, & info on the common chat commands
 +
** [[Dice Reference]] - Comprehensive list of how the Roll20 dice-rolling syntax works, and list the features available
 +
** [[Macros]] - How to create macros, and other info on how the Roll20 {{Text Chat}} works, like referencing stats on character sheets, roll queries, nesting macros & initiative
 +
*** [[Chat Menus]]
 +
** [[Roll Templates]] - a method of formatting roll results in the chat, with some extra functions
 +
** [[API]]''(Pro Only)'' - API commands can be used in the <span style="font-family:Pictos;">q</span>Text Chat
 +
* [[Building Character Sheets]]
  
=See Also=
 
* [[Macros]]
 
* [[Dice Reference]]
 
* [[BCS|Building Character Sheets]]
 
<br>
 
<br>
 
 
[[Category:Tips]]
 
[[Category:Tips]]
 
[[Category:Macros]]
 
[[Category:Macros]]
 +
[[Category:Roll Templates]]

Revision as of 12:48, 18 June 2022

In early 2020, it was noticed that you could re-use roll in macros without using API. This page lists some of the top posts and comments that figures out uses for it.


Contents

Collected Tricks

Scott C's Original Trick

Stupid Roll20 Tricks (and some clever ones)(Forum) - Initial Trick writeup - Scott C

Disclaimer: This trick takes advantage of emergent behavior that may not be intended and may be patched

I can't take credit for this trick. Syneran discovered the capability. But, long story short, it is actually possible to reuse rolls with some small caveats. Here's a summary of the info discovered in the linked forum thread:

The chat accepts the inline roll indexing used in the API (and apparently the roll parser itself), so you can do:

[[ [[1d20]] + [[1d6]] + [[6]] ]] = $[[0]] + $[[1]] + $[[2]]

And get an output that would read like this:

Reuse-rolls-ex1.png

The limited part is you can't use those indexed rolls inside other rolls. So for instance, you cannot reverse the above output in the following way:

[[1d20]] + [[1d6]] + [[6]] = [[$[[0]] + $[[1]] + $[[2]] ]]

Using the indexes appears to break any containing inline rolls, like so:

Reuse-rolls-ex2-bad.png

Additionally, the indexing is line specific, so this also doesn't work:

[[1d20]] + [[1d6]] + [[6]]
[[$[[0]] + $[[1]] + $[[2]] ]]

Reuse-rolls-ex3-bad.png

However, a new line can be achieved by using %NEWLINE%:

[[1d20]] + [[1d6]] + [[6]] %NEWLINE% [[$[[0]] + $[[1]] + $[[2]] ]]

These are pretty big limitations if you're just typing rolls into q Text Chat, but we can circumvent it through good use of roll templates. For instance, we could hide the actual roll in between roll template fields, and then present them in whatever order we wanted:

&{template:default} [[ [[1d20]] + [[1d6]] + [[6]] ]] {{name=My Attack}} {{$[[0]] + $[[1]] + $[[2]]==$[[3]]}}

which would give us this output:

Reuse Rolls example using roll template

For those with API access, the API sees this message with the proper indexes showing, so any API that handles rolls should react to these indexed rolls just like they were regular rolls.

What's it allow us to do though?

There's several new things this allows the community to do that were previously locked behind access to the API.

Character Sheets

When making custom character sheets (or sheets for the repo), one of the big hurdles has been accommodating systems that require you to know multiple things about a complex roll. Something like say the success of a roll in relation to a target number, as well as the value of the roll itself. Or if a given number on a die counts as 0 (or some other number).

General Macro Creation

Now we can create macros that do our math for us. Total the damage from a complicated attack (or one that hit several times), display the parts of a roll so that what went into that roll is visible without needing to hover over it. And I'm sure folks will come up with quite a few other ideas that I haven't even thought of.

Reordering Rows

Develops further some ideas based on Scott's original Reuse Rolls trick.

one feature lots of people have asked for over the years, is to be able to roll a set of ability scores, and show the total at the same time. With this new trick, you can do that. For example:

&{template:default} {{name=Stats}} {{total=[[ [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] +[[4d6kh3]] ]] }} {{STR=$[[0]]}} {{DEX=$[[1]]}} {{CON=$[[2]]}} {{INT=$[[3]]}} {{WIS=$[[4]]}} {{CHA=$[[5]]}}

This will result in:

Reuse-rolls-rows-ex1.png

The problem here is it shows the Total first. I havent found a way to use the $[[ ]] syntax to access a roll that others are nested inside, like Total here? Has anyone else figured out how to do that?


My trick is: there is way to reorder the rows within the template, if you dont mind using numbers as the row titles:

&{template:default} {{name=Stats}} {{total=[[ [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] +[[4d6kh3]] ]] }} {{1=$[[0]]}} {{2=$[[1]]}} {{3=$[[2]]}} {{4=$[[3]]}} {{5=$[[4]]}} {{6=$[[5]]}}

This will result in:

Reuse-rolls-rows-ex2.png

It turns out that if your default template row name (the part before the =) is just a number, it gets sorted before any text entries, and in numerical ascending order.

If you want text labels, you put them after the =, like so:

&{template:default} {{name=Stats}} {{total=[[ [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] + [[4d6kh3]] +[[4d6kh3]] ]] }} {{1=STR: $[[0]]}} {{2=DEX: $[[1]]}} {{3=CON: $[[2]]}} {{4=INT: $[[3]]}} {{5=WIS: $[[4]]}} {{6=CHA: $[[5]]}}

Reuse-rolls-rows-ex3.png

So there you go, another implementation of the new 'feature' (or is it a bug), and another undocumentated feature (or is it a bug?) of rolltemplates.

Note: negative numbers are sorted just like text, they don't change position. This trick works only for numbers 0 and higher. They dont have to be consecutive. It also doesnt work for inline rolls.

Reuse-rolls-rows-ex3.png

Rolltemplate Helper functions

by GiGs

Note: This is specifically for character sheet designers, but it's an implementation of an earlier trick from this thread that is only documented here.

Here's another nifty and counter-intuitive thing about Resuing rolls:

When using them in a rolltemplate, you can use them with logic functions, like rollGreater().

For instance:

&{template:custom} [[ [[1d100]] - ?{Target Number?|50}]] {{target=[[?{Target Number?}]]}} {{raw_roll=$[[0]]}} {{difference=$[[1]]}}

and a rolltemplate

<rolltemplate class="sheet-rolltemplate-custom">
      <div class="sheet-content">
        <div class="sheet-key">Target</div>
        <div class="sheet-value">{{target}}</div>
        <div class="sheet-key">Raw Roll</div>
        <div class="sheet-value">{{raw_roll}} {{#rollGreater() raw_roll target}} (above Target) {{/rollGreater() raw_roll target}}</div>
        <div class="sheet-key">Difference</div>
        <div class="sheet-value">{{difference}}</div>
    </div>
</rolltemplate>

This will show the text (above Target) for raw_rolls that roll above the target - even though row_roll is one of these weird pseudo-inline rolls.

This makes these quantities even more useful for character sheet design.

Two Unique Roll Results

by Persephone

I was trying to find a way to roll 2d8, getting both results separately without getting the same result twice, when I remembered this trick. Turns out it works for inline rolls that are nested inside each other.

[[1d8r[[1d8]]]], $[[0]]

The outer nesting is treated as the last one in the line, so $[[0]] gives you the result of the first inline roll in the deepest layer of the roll while $[[1]] gives you the same result as the complete roll. If the nested 1d8 results in a 4, the outer roll becomes 1d8r4 so it rerolls any results of 4. The $[[0]] will show an output of 4 and the inline roll will have a result of any number between 1 and 8, except for 4.

I haven't yet tested multiple nested layers or multiple inline rolls within the main roll, but I suspect preventing more than 2 rolls from matching would get quite complex, if at all possible.

(Comment: GiGs would rather call this something like Multiple Rolls - Each Unique)

Reusing Rolls (advanced)

example(Forum) by Gibli


I always wanted to be able to re-use a Roll in a subsidiary Roll, but as stated by Scott C. here(Forum), it breaks the Inline Roll.


So, here I thought of a workaround : why not call an Ability depending of the result of my Roll through a button, like making a Chat Menu ? It might ask a lot of work most of the time, but in some cases it's pretty simple and quick to put in place.

What didn't work
Initial attempt:

I have a trap which when you fall in it make you hit by 1d4 spikes, each spike doing 1d4+2 damages.

Then, I wanna have something like this(Of course, it doesn't work as is.):

[[1d4]] [[ $[[0]]d4 + 2*$[[0]] ]]


  • Naming the abilities PikesDamages1 to PikesDamages4 didn't work, as pressing the roll button on Trap will not process PikesDamages$[[0]], but instead interpret the ability name as PikesDamages Rolling 1d4 = (1)'>1
  • When you put the caller to the previous roll $[[0]] in the parenthesis for the name of the ability, it is replaced by a text such like this :


[Throw](~PikesDamages Rolling 1d4 = (1)'>1)

This text is specifically for a call to a Roll of 1d4 which resulted in a 1.

For you to have spaces in the name of an Ability, you can simply write the name you want anywhere and then simply copy/past it. Spaces are replaced by dashes only while you type them, the copy/past bypass this.


After some testing, saving Trap as a character abilities with a roll button for the damage: Trap :

&{template:default} {{name=Trap}} {{Pikes=[[1d4]]}} {{Damages=[Throw](~PikesDamages$[[0]])}}

Then save these 4 with exactly these names, as more character abilities:

PikesDamages  Rolling 1d4 = (1)'>1
&{template:default} {{name=Pikes Damages}} {{Damages=[[1d4+2]]}}

PikesDamages  Rolling 1d4 = (2)'>2
&{template:default} {{name=Pikes Damages}} {{Damages=[[2d4+4]]}}

PikesDamages  Rolling 1d4 = (3)'>3
&{template:default} {{name=Pikes Damages}} {{Damages=[[3d4+6]]}}

PikesDamages  Rolling 1d4 = (4)'>4
&{template:default} {{name=Pikes Damages}} {{Damages=[[4d4+8]]}}
Rolling the Trap. Depending on the initial 1d4 result, it changes which dmg ability is used for rolling damage.

Note(Gibli): I haven't found why, but it seems that the button need to be put at the end of the rolltemplate, it might not appear in the chat otherwise. And be careful if your rolltemplate has many intricate Inline Rolls, try to always put the one you want to Reuse first, and your button last in the rolltemplate.

Computed rolls and order independence

Rainbowencoder

With the addition of computed rolls comes new syntax to reference those rolls.

So if you have a roll $[[0]] you can access the computed roll based on it via $[[0.computed]] additionally all rolls have a computed roll that defaults to the original roll. You can even use the .computed version without requiring a Roll Template at all.

Referencing a roll in this way also doesn't interfere with nested rolls like a standard reference would.

So while this breaks:

$[[0]] plus $[[1]] equals [[ [[1d10]] + [[2d6]] ]]

Using the .computed version allows it to work

$[[0.computed]] plus $[[1.computed]] equals [[ [[1d10]] + [[2d6]] ]]


This could also be used when Overwriting template fields in macros. Since the fields you overwrite have to be before the ones that do the conditional overwriting you wouldn't have previously been able to reference any of the rolls used in determining the decision but with this you can

Reusing rolls, [] pair matter and math

Long thread with many tricks and insights

Macro curiosities, or how to overcomplicate everything

In the forum thread Macro curiosities, or how to overcomplicate everything by RainbowEncoder, RainbowEncoder shows a way to duplicate the result of a roll and to reuse it multiple times for further rolls or calculation shown in the post about Improved roll index manipulation and Duplicating a roll result for further calculations.

Reusing Rolls to get additional crit damage

&{template:default} {{name=Crit}} {{2= Damage : [[ [[1d6+5]]+[[floor(( $[[1]]/50)d6)]] ]]}} {{1=Check : [[ [[1d20+5]] ]]}}

Sheets using this trick

  • Barbaric! "reuse roll" trick is used for determining if a 2d6 roll is either a 2 or 12, which in the system are crit success and fumble. • by Andreas J.

See Also