diff --git a/src/packsrc/module-docs/Helpers_for_Other_Modules_w4TImRTAiNiqDWeL.json b/src/packsrc/module-docs/Helpers_for_Other_Modules_w4TImRTAiNiqDWeL.json index 67fa75d..47d68d9 100644 --- a/src/packsrc/module-docs/Helpers_for_Other_Modules_w4TImRTAiNiqDWeL.json +++ b/src/packsrc/module-docs/Helpers_for_Other_Modules_w4TImRTAiNiqDWeL.json @@ -78,6 +78,84 @@ }, "category": null, "_key": "!journal.pages!w4TImRTAiNiqDWeL.VPc10iwSWh4COpk0" + }, + { + "sort": 300000, + "name": "Macro Manager", + "type": "text", + "_id": "XFLAActkqor6fc0n", + "title": { + "show": true, + "level": 1 + }, + "image": {}, + "text": { + "format": 1, + "content": "
There is a macro intended to be used the with the Macro Manager module:
SWADE Helper Macros collects the various helper macros available into a single menu
This module adds some additional buttons to power effect markers and to the built-in Shaken, Stunned, Bound, and Entangled active effects, when VAE is active. To use those buttons, hover over the Visual Active Effects marker on the right side, and middle click to interact with the tooltop.
" + }, + "video": { + "controls": true, + "volume": 0.5 + }, + "src": null, + "category": null, + "ownership": { + "default": -1, + "sVoCvBU1knmXzoYe": 3 + }, + "flags": {}, + "_stats": { + "compendiumSource": null, + "duplicateSource": null, + "exportSource": null, + "coreVersion": "13.351", + "systemId": "swade", + "systemVersion": "5.1.1", + "createdTime": 1771702810524, + "modifiedTime": 1771702922344, + "lastModifiedBy": "sVoCvBU1knmXzoYe" + }, + "_key": "!journal.pages!w4TImRTAiNiqDWeL.6DWhQSW57jKa8sCH" } ], "folder": null, diff --git a/src/packsrc/module-docs/Macros_Mw1g2Fx5dp4SoqVP.json b/src/packsrc/module-docs/Macros_Mw1g2Fx5dp4SoqVP.json index 3407127..1f55c7d 100644 --- a/src/packsrc/module-docs/Macros_Mw1g2Fx5dp4SoqVP.json +++ b/src/packsrc/module-docs/Macros_Mw1g2Fx5dp4SoqVP.json @@ -13,7 +13,7 @@ "image": {}, "text": { "format": 1, - "content": "There is one primary effect macro @UUID[Compendium.swade-mb-helpers.helper-macros.Macro.AjuA11hQ48UJNwlH]{Power Effects Item Action} that is meant to be used as a power's macro action. It will automatically note the item it was called from and apply an appropriate effect if it's been implemented. The game-affecting power modifiers are implemented as additional active effects, and game effects are applied but no special effects are applied. If you want that, use Token Variant Art.
Alternately the @UUID[Compendium.swade-mb-helpers.helper-macros.Macro.FOSwCwCWRG9zFaAg]{All Power Effects} macro may be used to select a power from the dropdown list and apply it as if selected from an item.
Note that the SWPF Fighter's Martial Flexibility ability is treated like a power.
", + "content": "There is one primary effect macro @UUID[Compendium.swade-mb-helpers.helper-macros.Macro.AjuA11hQ48UJNwlH]{Power Effects Item Action} that is meant to be used as a power's macro action. It will automatically note the item it was called from and apply an appropriate effect if it's been implemented. The game-affecting power modifiers are implemented as additional active effects, and game effects are applied but no special effects are applied. If you want that, use Token Variant Art.
Effect macros make use of the compendium set in the module's settings for Power Actors. This compendium must be visible to players for the effect macros to be used by players.
Alternately the @UUID[Compendium.swade-mb-helpers.helper-macros.Macro.FOSwCwCWRG9zFaAg]{All Power Effects} macro may be used to select a power from the dropdown list and apply it as if selected from an item.
Note that the SWPF Fighter's Martial Flexibility ability is treated like a power.
", "markdown": "" }, "video": { @@ -29,9 +29,9 @@ "_stats": { "systemId": "swade", "systemVersion": "3.4.1", - "coreVersion": "13.344", + "coreVersion": "13.351", "createdTime": null, - "modifiedTime": 1718163401627, + "modifiedTime": 1771702771008, "lastModifiedBy": "sVoCvBU1knmXzoYe", "compendiumSource": null, "duplicateSource": null, @@ -52,7 +52,7 @@ "image": {}, "text": { "format": 1, - "content": "The Summon effects (Summon Ally, Summon Monster, Summon Nature's Ally, Summon Animal, Summon Planar Ally, Summon Undead, Zombie, and Spiritual Weapon (a modifier on Smite)) expect to have zero targets, and depends on the existence of an Actor folder called \"Summonables/<POWER>\" on the Actor sidebar (eg \"Summonables/Summon Ally\"). For the specialty summon effects (Summon Monster and the like) the folder is \"Summonables/Creatures\" for a shared folder. If this folder has subfolders, they'll be used by the macro to sort the list of available summonables. In the Summonables/<POWER> folder and subfolders, place the Actors that are available for summoning.
The Summonables/<POWER> folders are enhanced by template npc actors. If present, these enable additional automation when using some aspects of SWADE or SWPF summoning.
The specialty summon powers use a shared folder \"Summonables/Creatures\", with summoning costs and per-power availability set by the Set Summoning Cost macro. There are no template actors for Summonables/Creatures.
The Summon Ally power requires some additional setup:
an NPC actor called \"Mirror Self\" that has your version of the Construct and Fearless special abilities (only)
(optional but recommended) the additional template actors described below
\"Summonables/Summon Ally\" also benefit from \"raise_template\", \"combat-edge_template\", \"flight_template\", in addition to \"raise_template\" mentioned above. In all template actors, please ensure that no two Items are named exactly the same (eg an Edge named 'Frenzy' and an action named 'Frenzy' will not work) due to a limitation in WarpGate.
(I cannot include these template actors in this module because a) they'd be different for SWADE and SWPF, and b) I can't redistribute the embedded abilities as it is copyrighted material).
this npc actor should have your handmade or purchased system content's Resilient ability and any effects embedded in that ability.
This npc actor should have every combat edge you want to support dragged to the actor.
This npc actor should have a Flight Item (probably a special ability) and/or the Flying active effect.
The Zombie power requires an additional step as well. Raises are different for Zombie, as are some other effects. Zombie therefore does not require a \"raise_template\", but does need an \"armed_template\" which should have (only) Items that represent a hand weapon and a ranged weapon.
Smite's Spiritual Weapon works as a separate macro from the effect macro, selected using the 'Spiritual Weapon' modifier on the main power, that summons a spiritual weapon. Put the potential Spiritual Weapon tokens in a Summonables/Spiritual Weapon folder. The macro will copy the specified arcane skill from the summoner, but the spiritual weapon actor should have a weapon object with a swid of 'spritual-weapon'. This item will be modified with an action for the arcane skill, and if a raise the damage will be increased.
Two actions exist in the 'SWADE MB Common Actions' compendium: Eidolon and Companion. These act as 'summoning' powers with an infinite duration for the Summoner's Eidolon and for any other companions a player may need to place on the map. Their folders are Summonables/Eidolon and Summonables/Companion respectively, and work best when each named actor gets their own subfolder.
" + "content": "The Summon effects (Summon Ally, Summon Monster, Summon Nature's Ally, Summon Animal, Summon Planar Ally, Summon Undead, Zombie, and Spiritual Weapon (a modifier on Smite)) expect to have zero targets, and depends on the existence of an Actor folder called \"Summonables/<POWER>\" in the compendium set in settings for Power Actors (eg \"Summonables/Summon Ally\"). For the specialty summon effects (Summon Monster and the like) the folder is \"Summonables/Creatures\" for a shared folder. If this folder has subfolders, they'll be used by the macro to sort the list of available summonables. In the Summonables/<POWER> folder and subfolders, place the Actors that are available for summoning.
The Summonables/<POWER> folders are enhanced by template npc actors. If present, these enable additional automation when using some aspects of SWADE or SWPF summoning.
The specialty summon powers use a shared folder \"Summonables/Creatures\", with summoning costs and per-power availability set by the Set Summoning Cost macro. There are no template actors for Summonables/Creatures.
The Summon Ally power requires some additional setup:
an NPC actor called \"Mirror Self\" that has your version of the Construct and Fearless special abilities (only)
(optional but recommended) the additional template actors described below
\"Summonables/Summon Ally\" also benefit from \"raise_template\", \"combat-edge_template\", \"flight_template\", in addition to \"raise_template\" mentioned above. In all template actors, please ensure that no two Items are named exactly the same (eg an Edge named 'Frenzy' and an action named 'Frenzy' will not work) due to a limitation in WarpGate.
(I cannot include these template actors in this module because a) they'd be different for SWADE and SWPF, and b) I can't redistribute the embedded abilities as it is copyrighted material).
this npc actor should have your handmade or purchased system content's Resilient ability and any effects embedded in that ability.
This npc actor should have every combat edge you want to support dragged to the actor.
This npc actor should have a Flight Item (probably a special ability) and/or the Flying active effect.
The Zombie power requires an additional step as well. Raises are different for Zombie, as are some other effects. Zombie therefore does not require a \"raise_template\", but does need an \"armed_template\" which should have (only) Items that represent a hand weapon and a ranged weapon.
Smite's Spiritual Weapon works as a separate macro from the effect macro, selected using the 'Spiritual Weapon' modifier on the main power, that summons a spiritual weapon. Put the potential Spiritual Weapon tokens in a Summonables/Spiritual Weapon folder. The macro will copy the specified arcane skill from the summoner, but the spiritual weapon actor should have a weapon object with a swid of 'spritual-weapon'. This item will be modified with an action for the arcane skill, and if a raise the damage will be increased.
Two actions exist in the 'SWADE MB Common Actions' compendium: Eidolon and Companion. These act as 'summoning' powers with an infinite duration for the Summoner's Eidolon and for any other companions a player may need to place on the map. Their folders are Summonables/Eidolon and Summonables/Companion respectively, and work best when each named actor gets their own subfolder.
" }, "video": { "controls": true, @@ -67,9 +67,9 @@ "_stats": { "systemId": "swade", "systemVersion": "3.4.1", - "coreVersion": "13.344", + "coreVersion": "13.351", "createdTime": 1695617584063, - "modifiedTime": 1719281763900, + "modifiedTime": 1771702680858, "lastModifiedBy": "sVoCvBU1knmXzoYe", "compendiumSource": null, "duplicateSource": null, @@ -354,45 +354,6 @@ "category": null, "_key": "!journal.pages!Mw1g2Fx5dp4SoqVP.CRgBHcoOmH5hvadF" }, - { - "sort": 600000, - "name": "Macro Manager", - "type": "text", - "_id": "XFLAActkqor6fc0n", - "title": { - "show": true, - "level": 1 - }, - "image": {}, - "text": { - "format": 1, - "content": "There is a macro intended to be used the with the Macro Manager module:
SWADE Helper Macros collects the various helper macros available into a single menu