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I was wondering if it could be possible for a macro to be written and linked into the attack or damage popouts that when pressed, does things and then if applicable abandons the current workflow, closing the popout and starts an entirely new one, or an advanced macro that asks for things from the user in dialogs and after the choices puts a custom situational bonus formula in based on the choices. Example Chaos Bolt and Divine Smite.
The text was updated successfully, but these errors were encountered:
I was wondering if it could be possible for a macro to be written and linked into the attack or damage popouts that when pressed, does things and then if applicable abandons the current workflow, closing the popout and starts an entirely new one
I'm not sure I understand this part of the request. Let's see... So you'd have an AE using a message to put a link to a macro in a dialog. Then you'd click on the macro to run it and the macro would return something special (e.g. false) and AR would close the dialog, just as if the user closed the dialog manually. Is that it? What's the specific use case for this? I know you listed two but I don't see how either would benefit.
or an advanced macro that asks for things from the user in dialogs and after the choices puts a custom situational bonus formula in based on the choices
This one sounds more reasonable. If the macro returns anything, that value could be added to the Situational Bonus field. Is Divine Smite the use case for this one?
I was wondering if it could be possible for a macro to be written and linked into the attack or damage popouts that when pressed, does things and then if applicable abandons the current workflow, closing the popout and starts an entirely new one, or an advanced macro that asks for things from the user in dialogs and after the choices puts a custom situational bonus formula in based on the choices. Example Chaos Bolt and Divine Smite.
The text was updated successfully, but these errors were encountered: