diff --git a/src/packsrc/module-docs/Macros_Mw1g2Fx5dp4SoqVP.json b/src/packsrc/module-docs/Macros_Mw1g2Fx5dp4SoqVP.json index 1f55c7d..e97f1aa 100644 --- a/src/packsrc/module-docs/Macros_Mw1g2Fx5dp4SoqVP.json +++ b/src/packsrc/module-docs/Macros_Mw1g2Fx5dp4SoqVP.json @@ -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>\" 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.

Template Actors

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.

Summon Animal, Summon Monster, Summon Nature's Ally, Summon Planar Ally, Summon Undead

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.

Summon Ally

The Summon Ally power requires some additional setup:

  1. an NPC actor called \"Mirror Self\" that has your version of the Construct and Fearless special abilities (only)

  2. (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).

raise_template

this npc actor should have your handmade or purchased system content's Resilient ability and any effects embedded in that ability.

combat-edge_template

This npc actor should have every combat edge you want to support dragged to the actor.

flight_template

This npc actor should have a Flight Item (probably a special ability) and/or the Flying active effect.

Zombie

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.

Spiritual 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.

Eidolons and Companions

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.

There is also a setting for an actor library (sidebar) folder to be a top-level for a duplicate folder structure for power actors. This allows for the Companion \"power\" action for animal companions, and familiars, and the Summon Eidolon ability in Savage Pathfinder to use linked actors that update the main actor's character sheet. For example, a ranger named 'Snarf' with an animal companion would put that companion in a folder called Power Actors/Summonables/Companion/Snarf to use the companion action with that actor (where Power Actor is the base folder set in the settings).

Template Actors

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.

Summon Animal, Summon Monster, Summon Nature's Ally, Summon Planar Ally, Summon Undead

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.

Summon Ally

The Summon Ally power requires some additional setup:

  1. an NPC actor called \"Mirror Self\" that has your version of the Construct and Fearless special abilities (only)

  2. (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).

(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).

raise_template

this npc actor should have your handmade or purchased system content's Resilient ability and any effects embedded in that ability.

combat-edge_template

This npc actor should have every combat edge you want to support dragged to the actor.

flight_template

This npc actor should have a Flight Item (probably a special ability) and/or the Flying active effect.

Zombie

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.

Spiritual 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.

Eidolons and Companions

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, @@ -69,7 +69,7 @@ "systemVersion": "3.4.1", "coreVersion": "13.351", "createdTime": 1695617584063, - "modifiedTime": 1771702680858, + "modifiedTime": 1773114397054, "lastModifiedBy": "sVoCvBU1knmXzoYe", "compendiumSource": null, "duplicateSource": null, @@ -90,7 +90,7 @@ "image": {}, "text": { "format": 1, - "content": "

Shape Change (and Baleful Polymorph) require an Actor folder similar to that found under Summoning, but named \"Morphables/<POWER>\". Fill this folder (and subfolders) with the creature actors that you wish to allow a Shape Change into. There are no template actors for shape change.

Shape Change Ability

The effect macro action can also be added to an action with a swid of 'shape-change-ability'. In this case, no additional modifiers are presented, and the source base folder is \"Morphables/Shape Change Ability\". Note that specific named subfolders, as well as a \"Default\" subfolder, can be used. If present, \"Default\" subfolders will appear for everyone, whereas other named subfolders will only appear if the token or actor name matches the name of the subfolder. For example, an actor named 'Valeros' will be able to choose between actors in the 'Default' and 'Valeros' subfolders.

" + "content": "

Shape Change (and Baleful Polymorph) require an Actor folder and compendium similar to that found under Summoning, but named Morphables/<POWER>. Fill this folder (and subfolders) with the creature actors that you wish to allow a Shape Change into. There are no template actors for shape change.

Shape Change Ability

The effect macro action can also be added to an action with a swid of 'shape-change-ability'. In this case, no additional modifiers are presented, and the source base folder is Morphables/Shape Change Ability. Note that specific named subfolders, as well as a \"Default\" subfolder, can be used. If present, \"Default\" subfolders will appear for everyone, whereas other named subfolders will only appear if the token or actor name matches the name of the subfolder. For example, an actor named 'Snarf' will be able to choose between actors in the 'Default' and 'Snarf' subfolders.

" }, "video": { "controls": true, @@ -106,10 +106,10 @@ "_stats": { "systemId": "swade", "systemVersion": "3.1.4", - "coreVersion": "13.344", + "coreVersion": "13.351", "createdTime": 1695617700772, - "modifiedTime": 1721099415382, - "lastModifiedBy": "JYfESJbwMlpOqKeR", + "modifiedTime": 1773114525066, + "lastModifiedBy": "sVoCvBU1knmXzoYe", "compendiumSource": null, "duplicateSource": null, "exportSource": null @@ -405,7 +405,7 @@ "image": {}, "text": { "format": 1, - "content": "

The Warrior's Gift power and the Martial Flexibility ability (from SWPF's Fighter) both use an NPC actor template called warriors-edge_template anywhere in the actor list. It should have every (combat) edge the GM wants to grant to either of those effects.

" + "content": "

The Warrior's Gift power and the Martial Flexibility ability (from SWPF's Fighter) both use an NPC actor template called warriors-edge_template anywhere in the power actors compendium set in settings. It should have every (combat) edge the GM wants to grant to either of those effects.

" }, "video": { "controls": true, @@ -421,9 +421,9 @@ "_stats": { "systemId": "swade", "systemVersion": "3.4.1", - "coreVersion": "13.344", + "coreVersion": "13.351", "createdTime": 1718163420680, - "modifiedTime": 1718163556421, + "modifiedTime": 1773114429023, "lastModifiedBy": "sVoCvBU1knmXzoYe", "compendiumSource": null, "duplicateSource": null,