276 lines
12 KiB
JSON
276 lines
12 KiB
JSON
{
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"name": "Macros",
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"pages": [
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{
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"sort": 100000,
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"name": "Effect Macros",
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"type": "text",
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"_id": "i31qmsZnIGhjvA2K",
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"title": {
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"show": true,
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"level": 1
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},
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"image": {},
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"text": {
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"format": 1,
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"content": "<p>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 Automated Animations or Token Variant Art.</p><p></p><p>There is also a repository of individually named macros, one for each power implemented by the primary effect macro, for GMs who want to run the macro for their players. They're configured to be run with a selected token and targeted token(s) as appropriate.</p>",
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"markdown": ""
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},
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"video": {
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"controls": true,
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"volume": 0.5
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},
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"src": null,
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"system": {},
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"ownership": {
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"default": -1
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},
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"flags": {},
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"_stats": {
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"systemId": "swade",
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"systemVersion": "3.2.2",
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"coreVersion": "11.315",
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"createdTime": null,
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"modifiedTime": 1700438350403,
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"lastModifiedBy": "R9ZgY0IvWl8ovIuT"
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},
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"_key": "!journal.pages!Mw1g2Fx5dp4SoqVP.i31qmsZnIGhjvA2K"
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},
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{
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"sort": 200000,
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"name": "Summoning",
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"type": "text",
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"_id": "9kDcPyCrI6hbF0qA",
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"title": {
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"show": true,
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"level": 2
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},
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"image": {},
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"text": {
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"format": 1,
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"content": "<p>The Summon effects expects to have one and only one target, and depends on the existence of an Actor folder called \"Summonables/<POWER>\" on the Actor sidebar (eg \"Summonables/Summon Ally\"). 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.</p><h3 data-anchor=\"template-actors\">Template Actors</h3><p>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. All Summon powers (but not Zombie) benefit from an npc actor called \"<strong>raise_template</strong>\", which should have your handmade or purchased system content's '<strong>Resilient</strong>' ability (and any effects embedded in that ability).</p><h3 data-anchor=\"summon-ally\">Summon Ally</h3><p>The Summon Ally power requires some additional setup:</p><ol><li><p>an NPC actor called \"Mirror Self\" that has your version of the <strong>Construct</strong> and <strong>Fearless</strong> special abilities (only)</p></li><li><p>(optional but recommended) the additional template actors described below</p></li></ol><p>\"Summonables/Summon Ally\" also benefit from \"<strong>bite-claw_template</strong>\", \"<strong>combat-edge_template</strong>\", \"<strong>flight_template</strong>\", in addition to \"<strong>raise_template</strong>\" 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.</p><p>(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).</p><h4 data-anchor=\"bite-claw_template\"><strong>bite-claw_template</strong></h4><p>This npc actor needs items (like a claw weapon and a claws special ability) that are transferred to the summoned token.</p><h4 data-anchor=\"combat-edge_template\"><strong>combat-edge_template</strong></h4><p>This npc actor should have every combat edge you want to support dragged to the actor.</p><h4 data-anchor=\"flight_template\"><strong>flight_template</strong></h4><p>This npc actor should have a Flight Item (probably a special ability) and/or the <strong>Flying</strong> active effect.</p><h3>Zombie</h3><p>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 <strong>\"raise_template\"</strong>, but does need an <strong>\"armed_template\"</strong> which should have (only) Items that represent a hand weapon and a ranged weapon.</p><p>The macro assumes that both Zombie and Skeleton tokens will be added to the Summonables/Zombie folder, and doesn't attempt to apply the 'Skeletal' modifier directly.</p>"
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},
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"video": {
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"controls": true,
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"volume": 0.5
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},
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"src": null,
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"system": {},
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"ownership": {
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"default": -1,
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"sVoCvBU1knmXzoYe": 3
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},
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"flags": {},
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"_stats": {
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"systemId": "swade",
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"systemVersion": "3.2.5",
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"coreVersion": "11.315",
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"createdTime": 1695617584063,
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"modifiedTime": 1702859823558,
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"lastModifiedBy": "sVoCvBU1knmXzoYe"
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},
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"_key": "!journal.pages!Mw1g2Fx5dp4SoqVP.9kDcPyCrI6hbF0qA"
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},
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{
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"sort": 300000,
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"name": "Shape Change",
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"type": "text",
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"_id": "lhULHNp4gz9IjOR3",
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"title": {
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"show": true,
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"level": 2
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},
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"image": {},
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"text": {
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"format": 1,
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"content": "<p>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.</p>"
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},
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"video": {
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"controls": true,
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"volume": 0.5
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},
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"src": null,
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"system": {},
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"ownership": {
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"default": -1,
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"sVoCvBU1knmXzoYe": 3
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"flags": {},
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"_stats": {
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"systemId": "swade",
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"systemVersion": "3.1.4",
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"coreVersion": "11.309",
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"createdTime": 1695617700772,
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"modifiedTime": 1695617961155,
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"lastModifiedBy": "sVoCvBU1knmXzoYe"
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},
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"_key": "!journal.pages!Mw1g2Fx5dp4SoqVP.lhULHNp4gz9IjOR3"
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},
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{
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"sort": 0,
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"name": "Gold Totals",
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"type": "text",
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"_id": "YmDbZXqcjYjr9pP9",
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"title": {
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"show": true,
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"level": 1
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},
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"image": {},
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"text": {
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"format": 1,
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"content": "<p>The Gold Totals macro will look for Currency items on the selected token(s), and total up their value and quantity.</p><p>It assumes the currency items are named 'Platinum', 'Gold', 'Silver', and 'Copper' and have their true individual coin value recorded as 'price'.</p>"
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},
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"video": {
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"controls": true,
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"volume": 0.5
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},
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"src": null,
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"system": {},
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"ownership": {
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"default": -1,
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"R9ZgY0IvWl8ovIuT": 3
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},
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"flags": {},
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"_stats": {
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"systemId": "swade",
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"systemVersion": "3.2.2",
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"coreVersion": "11.315",
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"createdTime": 1700437986321,
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"modifiedTime": 1700438357999,
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"lastModifiedBy": "R9ZgY0IvWl8ovIuT"
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},
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"_key": "!journal.pages!Mw1g2Fx5dp4SoqVP.YmDbZXqcjYjr9pP9"
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},
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{
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"sort": -100000,
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"name": "Request Roll",
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"type": "text",
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"_id": "NgwdcyoMzYFc8VOM",
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"title": {
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"show": true,
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"level": 1
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},
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"image": {},
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"text": {
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"format": 1,
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"content": "<p>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.</p><p>This is to enable the GM to say, for example, 'Everyone give me a Notice roll at -2' quickly and easily.</p><p>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.</p>"
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},
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"video": {
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"controls": true,
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"volume": 0.5
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},
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"src": null,
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"system": {},
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"ownership": {
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"default": -1,
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"R9ZgY0IvWl8ovIuT": 3
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"flags": {},
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"_stats": {
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"systemId": "swade",
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"systemVersion": "3.2.5",
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"coreVersion": "11.315",
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"createdTime": 1700438372449,
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"modifiedTime": 1702859968781,
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"lastModifiedBy": "sVoCvBU1knmXzoYe"
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},
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"_key": "!journal.pages!Mw1g2Fx5dp4SoqVP.NgwdcyoMzYFc8VOM"
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},
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{
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"sort": -100000,
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"name": "Quick Damage Roll",
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"type": "text",
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"title": {
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"show": true,
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"level": 1
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},
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"image": {},
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"text": {
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"format": 1,
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"content": "<p>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.</p>"
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},
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"video": {
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"controls": true,
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"volume": 0.5
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},
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"src": null,
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"system": {},
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"ownership": {
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"default": -1,
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"sVoCvBU1knmXzoYe": 3
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"flags": {
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"core": {
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"sourceId": "Compendium.swade-mb-helpers.module-docs.JournalEntry.Mw1g2Fx5dp4SoqVP.JournalEntryPage.8OcZYeZTJWqJpeBs"
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}
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},
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"_stats": {
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"systemId": "swade",
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"systemVersion": "3.2.5",
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"createdTime": 1702934117575,
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"modifiedTime": 1702934796555,
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"lastModifiedBy": "sVoCvBU1knmXzoYe"
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"_id": "ruuxf72hwlcRzymt",
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"_key": "!journal.pages!Mw1g2Fx5dp4SoqVP.ruuxf72hwlcRzymt"
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},
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{
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"sort": 400000,
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"name": "Set Token Vision",
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"type": "text",
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"_id": "mT3lMGUo9zvqQsOh",
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"title": {
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"show": true,
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"level": 1
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"image": {},
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"text": {
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"format": 1,
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"content": "<p>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.</p><p>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.</p><p>For global illumination penalties one can apply, please see the Illumination action under the SWADE MB Common Actions compendium.</p>"
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},
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"video": {
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"controls": true,
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}
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],
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"_id": "Mw1g2Fx5dp4SoqVP",
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"folder": null,
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