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User Macros
The user macros now are included as part of the installed compendiums for the system. The files in these wiki folders will no longer be maintained. The descriptions are still accurate and useful.
- Open the macro (a file with the extension .js) in GitHub and select the "raw" option in the upper right of the code window
- Copy all the text (control-a or cmd-a then control-c or cmd-c, depending on your operating system)
- Click on a blank item in the macro toolbar in FoundryVTT
- A "New Macro" window should open - paste the copied text in the "Command" window (cmd-v or control-v)
- Select "Script" as the "Type"
- Type in a helpful name where it says "New Macro"
- (optional) Add an icon by clicking on the dice graphic in the upper left corner
- Select "Save Macro" button
- Open the rollable table file (it will have a format something like "fvtt-RollTable-TableName.json"
- Select the "raw" option in the upper right of the code window
- Download the file (file save as) from your browser's menu - this depends on your browser. Remember the download name and location
- After the file is downloaded, go to the FoundryVTT screen, select the Rollable Table Icon and click the "Create Table Button"
- Under name type "temp" and select the folder you want.
- Close the new popup window
- Right click the "temp" table icon on the tables list
- Select "Import Data"
- Click the browse button and selected the .json file you just downloaded
- Click the "Import" button The table will automatically be renamed. Note: most of the macros that use a rollable table for data input require an exact table name. You shouldn't rename the table unless you know how to make the corresponding change in the macro script.
This section provides a brief description of what the macros do and how to use them.
- Heal for GM or Player - This macro lets a character make a medicine check / skill roll to heal a player (first aid). The player must have a medkit /medical kit. A successful roll removes player damage per the effect of the roll. The characteristic order of healing is, 'endurance', 'strength', 'dexterity'. The "multiplier" constant in the macro is used to adjust the healing amount different rules sets (some rules multiply the effect to calculate the healed damage). The default multiplier is 1.0 (at line 1). This value can be changed to suit your rules set. To run the macro as a GM, you must first target a token (the player being healed) on the current scene. Do this by right clicking the token and select the target button (the bullseye). Next, select the healer by left clicking on that player's token. Run the macro. To run as the healing player, you just need to target the actor to be healed. The macro will not work as a player unless you have "owner" permissions on the target.
- First Aid - When the player wants to roll their own Medicine check but does not have permissions to change another character's health, this macro takes the last medicine check in the chat log and applies the healing effect. It is run by the GM and the healed character must be targeted (as the similar macro above).
These series of macros take the output of various, online character generators and convert that information into a format that is compatible with a twodsix actor. While the title says NPC, the generated actor could also be used for a player. The macros do their best job at matching skills to the installed skills compendiums. However, cascaded skills are not handled very robustly at this time. Another limitation of the skill matching is that the names must be an exact match. For example, a case where the skill is listed on the webpage as "Admin" would not match a compendium skill listed as "Administration". The macros try to correct some of these issues based on known naming differences. But again are not robust to handle all possible name variants. These importers are only meant for one character at a time. Moreover, each has specific requirements for the text scope copied (described for each below).
- 2e Parser for Traveller Tools - This macro imports a character from https://travellertools.azurewebsites.net/. It defaults to the included 2e skills compendium. If it doesn't match a skill to an existing compendium entry it creates a new one for the actor. To use it: a) run the macro, b) copy the portion of the page with the white background (please don't include the menu items at top in black, c) paste into the dialog window (including the bottom disclaimer), d) click the 'generate character' button.
- Parser for CE 1001 Characters] - This macro imports from the site http://members.ozemail.com.au/~jonoreita/SupplementOne/Cepheus_Engine_1001_characters.html. It only imports one character at a time and you need to specify that skills are separated by a comma. Do not change the "dash" separator between the skill and level. After downloading the character from the website, copy and paste the entire text into the macro window. You can process using either the Cepheus Engine or Cepheus Light compendiums. The selection will change the list of included skills and items for the actor. The translation of skills from CE to CL may not cover all cases.
- CL Character Importer - This macro imports from the site https://cepheuslightgen.herokuapp.com/. To use the macro, generate a character on the website and run the macro. Copy - paste all the text between the horizontal lines into the macro text window. Use the generate button to make the character. This particular macro defaults to the CL compendium for skills and items. Note that the website is still under development and may break the importer at some point.
Trade Macro This macro generates a trade table of quantities and buy/sell prices for trade goods on a planet based on the the planets's UWP. It uses two inputs:
- UPP: universal planet profile for the location of the transaction (e.g. C898666-5)
- Trader offset: the DM due to the player characters skill in trading (e.g. broker, EDU, or SOC modifier). If none, enter zero.
You need to install all the rollable tables (from the system compendium of "twodsix macro rolltables") that define the goods available and the pricing rolls. There are eight, total rollable tables (four for each rules set CE or CL). The tables need to be imported (see section above "Import a Rollable Table"). Note that the tables for the goods listing have a very specific format that follows the tables layout in the rules. Each item is tab delimited.
Rolling for available goods can either be random (the default) or per the planet trade codes. This behavior can be changed at line 5, by setting the RANDOM constant from “true” to “false”. The DEBUG constant is for tracing errors by outputting intermediate calc to the console. Leave this as false unless you want to make changes / get into the details of the calculations.
Some things that this macro doesn’t handle -
- Illegal goods are still part of the random roll of goods offered
- The sell and buy prices aren’t tied to one another, so there can be some odd pricing effects leading to arbitrage windfalls for the players. This is how the rules work (as best I understand).
- The macro only uses planet trade codes for the Cepheus Light rules. The Cepheus Engine have some minor differences for the trade code "Ba" that could be added to the macro to make it more complete.
The UWP Translator macro takes a UWP code and generates a description based on that code. This macro uses Rollable Tables found in the subfolder UWP Tables json - so install those per the instructions above. There are eleven tables in total. To run the macro, enter the 8 character UWP code (e.g. C898666-5) into the text field and press the OK button. A popup window opens with the translation.
Limitations:
- The macro is currently fixed to using the Cepheus Light UWP descriptions. To change to Cepheus Engine, edit the lines starting at row 47 from
let UWPtables = [ "Starport Type", "World Size - CL", "Atmosphere", "Hydrographics", "Population", "Government", "Law Level - CL", "Tech Level - CL" ];
to
let UWPtables = [ "Starport Type", "World Size - CE", "Atmosphere", "Hydrographics", "Population", "Government", "Law Level - CE", "Tech Level - CE" ];
These rollable tables in the Foundry VTT format implement two sets of encounter tables from the Cepheus Engine rules. They need to be imported into your Foundry VTT world per the instructions above. These tables are not part of the compendiums nor macros but rather full roll tables that work as any other roll table in Foundry.
- The Random Encounters Table implements the roll table appearing in Chapter 14 (Social Encounters) of the CE SRD rules.
- The subfolder Starship Encounters implements the cascading roll tables for Starship Encounters from the CE SRD rules in Chapter 15 (Starship Encounters). All the tables in the sub folder must be installed for the tables to work correctly. The main table is fvtt-RollTable-Starship_Encounters.json- roll from that table. The rest of the tables cascade from it.
This macro imports a subsector description using the SEC format and creates:
- A new scene with the planets mapped using icons and displaying key system data
- A set of journal entires in a folder, linked by notes, that correspond to each planet UWP description.
It is specifically designed to work with the subsector output from https://www.orffenspace.com/cepheus-srd/tools/subsector-generator.html
Each planet icon has specific data shown:
- 12 o'clock: either the UWP for the planet or the trade codes (option selected by user on input window)
- 3 o'clock: Bases icons. These include gas giant (Jupiter), Naval (stars), scout (ship), and pirate (skull).
- 6 o'clock: Planet/System name
- 9 o'clock: Planet system allegiance code. Color indicates zone (red or amber if applicable).
- Center Icon (and notes link): Planets are round circles with Starport Code in the middle. Asteroids use an asteroid icon instead but also show the starport code. The colors of planets correspond to certain trade codes: blue = water world, green = garden world, orange = fluid world, dark grey = barren world, gold/brown = desert, and light blue = ice capped. The size of the circle is proportional to the planet size code.
To use the macro:
- Install the UWP tables, (folder in the system compendium "twodsix macro rolltables").
- Run the macro and paste the planet data into the text box. It should be of the SEC format. Paste ONLY the text where the planet(s) is/are defined (not the format information), e.g. "Diavlo 0101 D7B1000-7 Ba, Fl A 010 Na". The input can handle multiple lines. Note that if system names are multiple words, these won't display correctly. Use an underscore instead of spaces, e.g. "Long Name becomes "Long_Name".
- Select the UWP or Trade Codes button (this chooses what information is shown at the 12 o'clock position)
- Wait - eventually the new planets should show up in a new scene "Temp Scene", which you should rename. The planet icons are note links to journal descriptions, which are placed in a new folder "Export Folder".
If you want to edit the notes/icons, you will need to have the "Pin Cushion" module installed and enabled. Please make certain that notes display toggle is "true".
A version (Cepheus Deluxe Galaxy Importer) is also available to import Cepheus Deluxe Galaxy output. To use, install the same tables per above. Then, copy and paste the table text on the right-hand side of a subsector for CDG - omitting the header row.
Please be aware that the macro assumes that the input matches the expected format and that there is no error messaging or correction.
(This feature is now implemented in the system - files kept for backwards compatibility)
This macro implements an animal reaction roll per Cepheus Deluxe rules.
This macro - provides an example macro to make RollTable roll with a user input dice modifier. To adapt, change the table name on line 23.
to be continued