Sample MapTool Macros


Here are a few samples of macros for MapTool. Feel free to use them if you wish.

Power Macros:

The following power macros are meant to display a power that your character uses in MapTool. In order to make them easily customizable, I’ve taken a modular design approach. There are 3 module macros that build the sample power output shown here:

Healing strike table

Module 1: The Power Button Macro

This is the button that is actually pressed in MapTool, and will be the same name as the power activated. In the example above, the name of this macro is Healing Strike. This macro creates the variables needed for the DisplayPower and DisplayAttack macros. Each variable in the macro (hopefully self-explanatory as to what they represent) will most likely need to be changed for each individual power button created.

Go To Power Button Macro Code

Module 2: The DisplayPower Macro

This macro creates the Header Tables (appropriately colored by power type), Power Description Tables, and Flavor Text Table shown above. There are four types of Power Description Tables: Hit, Miss, Effect, and Special. If a power does not use one, a variable entry of “none” will tell the macro not to display that particular table. If needed, this macro also calls the DisplayAttack macro.

Go To DisplayPower Macro Code

Module 3: The DisplayAttack Macro

This macro creates the Attack and Damage Tables shown above if the power calls for them. This macro can roll multiple attack rolls if needed, and will also distinguish crit and natural 1 attack rolls. The attack input prompt is shown below:

Attack prompt

Go To DisplayAttack Macro Code

Customization

Each background color and font color are designed to be easily customized. Want your encounter powers header table to be a brighter red? Edit the Display Power macro and change the bgcolor listed under the Encounter switch option from 660000 to FF0000. The colors are listed in the hexadecimal RGB format, so unfortunately you’re limited to 16,777,216 color options, of which 216 are considered “web-safe”.

In the DisplayPower macro, it’s possible to choose custom background and font colors for the header and flavor text tables for each type of power (At Will, Encounter, Daily, and Item), and also the power description tables.

In the DisplayAttack macro, it’s possible to choose a custom background color, as well as custom font colors for attack rolls, the damage roll, and the crit and/or natural 1 text.

The best part of this module based approach as opposed to including the full code in each power button is that when you customize the DisplayPower or DisplayAttack colors, you update all your Power display tables in one swoop. No need to tediously edit each and every power macro button just because you wanted a brighter red on your encounter powers display.

Here are examples of other powers:

Example powers


Self Health Macros:

The following macros are meant to update your MapTool character token when your character takes damage, receives healing, receives temporary HP, etc. They each call a macro named Health Report that displays an informative table in chat.

Health Report Macro

The Health Report macro generates the following table showing the character’s remaining HP, surges, and temp HP.

Health report

Go To Health Report Macro Code

Take Damage Macro

The Take Damage macro does exactly what its name implies. However, it is smart enough to ensure your character loses temp HP before real HP. It also sets your tokens HP bar appropriately. If the damage causes your character to be bloodied, it will also set your token state to “bloodied”. It does NOT set the “dead” state when your HP is 0 or below, but feel free to add that option if you wish. Lastly, the macro calls the Health Report macro.

Go To Take Damage Macro Code

Receive Healing Macro

The Receive Healing macro works much like the Take Damage macro, only in reverse. It adjusts token HP, the HP bar, and the bloodied state as needed. Additionally, it also prompts the user for surges used. So the macro also adjusts token surges and the surge bar accordingly. The macro then calls the Health Report macro.

Go To Receive Healing Macro Code

Temp HP Macro

The Temp HP macro prompts the user for Temp HP the character has gained. If it is greater than the Temp HP your character already has, it sets temp HP to the new amount. If your character already has more temp HP than the amount gained, the temp HP remains the greater amount. The macro then calls the Health Report macro.

Go To Temp HP Macro Code

Saving Throw Macro

The Saving Throw macro prompts for any modifiers to the saving throw, then displays a table and reports whether or not the saving throw was successful.

Go To Saving Throw Macro Code


Player Action Macros:

Initiative Macro

The Initiative macro prompts for any modifiers and then rolls initiative for the character token. It also places the token in the initiative list at the appropriate spot.

Go To Initiative Macro Code

Ability and Skill Check Macro

The Ability and Skill Check macro prompts the user to select the appropriate ability or skill and for any modifiers. The macro then displays a table showing the check result and flavor text customizable for each check type.

Here is the Ability and Skill Check prompt:

Skill prompt

And here is the output table to the chat window:

Skill check

Go To Ability and Skill Check Macro Code

Extended Rest Macro

The Extended Rest macro processes the equivalent of an extended rest in game for your character token. HP and surges are set to maximum. Temp HP is set to zero. HP and surge bars are set to full. Action points are set to 1. The macro then calls the Health Report macro.

Go To Extended Rest Macro Code


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Sample MapTool Macros

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