{ "name": "Macros", "pages": [ { "sort": 100000, "name": "Effect Macros", "type": "text", "_id": "i31qmsZnIGhjvA2K", "title": { "show": true, "level": 1 }, "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.
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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.
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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.
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It assumes the currency items are named 'Platinum', 'Gold', 'Silver', and 'Copper' and have their true individual coin value recorded as 'price'.
" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "ownership": { "default": -1, "R9ZgY0IvWl8ovIuT": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.2.2", "coreVersion": "13.344", "createdTime": 1700437986321, "modifiedTime": 1700438357999, "lastModifiedBy": "R9ZgY0IvWl8ovIuT", "compendiumSource": null, "duplicateSource": null, "exportSource": null }, "category": null, "_key": "!journal.pages!Mw1g2Fx5dp4SoqVP.YmDbZXqcjYjr9pP9" }, { "sort": -100000, "name": "Request Roll", "type": "text", "_id": "NgwdcyoMzYFc8VOM", "title": { "show": true, "level": 1 }, "image": {}, "text": { "format": 1, "content": "The Request Roll macro will present a menu detailing the targeted or selected tokens, asking for a Trait to roll against and an optional modifier to that roll. Once a trait and modifier are selected, a standard roll dialog will appear on the (logged in) token owner's screen for each targeted or selected token, with the modifier already filled in. When confirmed the roll proceeds as usual.
This is to enable the GM to say, for example, 'Everyone give me a Notice roll at -2' quickly and easily.
Also included is a \"Request Notice Roll\" macro that has Notice pre chosen, with a set of constants at the top of the macro defining the roll type. This is intended to be duplicated and modified by the GM for other quick rolls.
There is a version of this macro meant to be used with Monk's Active Tile Triggers (MATT). It will request a roll from the current tokens list of the tile when the macro action is run. In the Run Macro action, it should be given the following arguments:
Roll type (\"attribute\" or \"skill\")
Name of the trait being rolled (\"Strength\" or \"Common Knowledge\")
(and beyond) Paired arguments, with each pair being a modifier and a label for the modifier
So, a MATT Run Macro arguments configuration might look like:
\"skill\" \"Common Knowledge\" -2 \"Ugly Wallpaper\" +1 \"Rousing Speech\"\n"
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"name": "Quick Damage Roll",
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"content": "The Quick Damage Roll macro will a dialog to configure a damage roll, with its chat card and Apply Damage button, for cases where it's not worth creating an actor, token, and action for a single roll.
There is a version of this macro meant to be used with Monk's Active Tile Triggers (MATT). It will roll damage when the macro action is run. In the Run Macro action, it should be given the following arguments:
Damage formula
AP
Flavor text
So, a MATT Run Macro arguments configuration might look like:
\"1d4x[Strength] + 2d6[Blades] 2 \"Slicing blades whirr through the air\"",
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{
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"name": "Set Token Vision",
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"content": "The Set Token Vision macro can be called without arguments, or with (eg from MATT) a single argument of one of 'bright', 'dim', 'dark', 'pitchdark'. If called without an argument or with an invalid argument, it will attempt to guess the current scene's brightness level based on the darkness level defined on the scene.
It will pop up a dialog confirming the brightness level before trying to set, for all tokens with vision already enabled, vision range, vision type, and vision parameters to something appropriate based on the scene brightness, the vision related special abilities the token has, and some estimates to use savage worlds vision within a VTT. The macro as written assumes Savage Pathfinder vision rules.
For global illumination penalties one can apply, please see the Illumination action under the SWADE MB Common Actions compendium.
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It will not work if no premium module is active.
" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "ownership": { "default": -1, "sVoCvBU1knmXzoYe": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.2.5", "coreVersion": "13.344", "createdTime": 1703097037538, "modifiedTime": 1703097110707, "lastModifiedBy": "sVoCvBU1knmXzoYe", "compendiumSource": null, "duplicateSource": null, "exportSource": null }, "category": null, "_key": "!journal.pages!Mw1g2Fx5dp4SoqVP.RxGaSpV6FStZyyBX" }, { "sort": 500000, "name": "Request Fear Check", "type": "text", "title": { "show": true, "level": 1 }, "image": {}, "text": { "format": 1, "content": "This macro will prompt for a fear penalty and request a spirit roll with that penalty from targeted or selected tokens.
There is a version of this macro meant to be used with Monk's Active Tile Triggers (MATT). It will request a fear check from the current tokens list of the tile when the macro action is run. In the Run Macro action, it should be given the following arguments:
Fear Penalty (or 0)
Flavor text
So, a MATT Run Macro arguments configuration might look like:
2 \"ooo scary\""
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{
"sort": 600000,
"name": "Macro Manager",
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"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
There are two macros intended to be used with the Action Deck for Interludes or other times when a draw from the Action Deck is called for outside of combat:
Draw from Action Deck takes the top card of the Action Deck and outputs it to the screen and chat log for all players, before discarding it to the action deck discard pile
Shuffle Action Deck recalls all cards to the action deck from the discard pile and shuffles the Action Deck.
Both of these macros respect the SWADE system settings for the Action Deck and its discard pile.
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" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "ownership": { "default": -1, "sVoCvBU1knmXzoYe": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.4.1", "coreVersion": "13.344", "createdTime": 1718163420680, "modifiedTime": 1718163556421, "lastModifiedBy": "sVoCvBU1knmXzoYe", "compendiumSource": null, "duplicateSource": null, "exportSource": null }, "category": null, "_key": "!journal.pages!Mw1g2Fx5dp4SoqVP.JuelAZK3DWf6rN4E" }, { "sort": 150000, "name": "Add Effect To Powers", "type": "text", "_id": "bZZtFKoiA63FTr9i", "title": { "show": true, "level": 2 }, "image": {}, "text": { "format": 1, "content": "The Add Effect to Powers macro will add an 'Effect' macro action to each power owned by the selected token(s).
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