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Using Journal Abilities in Nested Drop Down Menus

I've run into an issue getting the Journal Abilities working in the Nested Drop Down Menus, I did it normally (  %{MacroCharacterName|AbilityName}  ) but predictably it didn't work, assume because of the HTML entities. But, when I did replace them, it breaks the macro, posting the rest of the jumbled code. This is what I have written out so far. ?{Abilities|    T0 Classes,?{value1|       Magician ,?{Magician|          Arcane Focus, %{T03Macros|ArcaneFoucs} |          Magic Missile, %{T03Macros|MagicMissile}       } |              Warrior,?{value1B|          Heavy Strike, %{T03Macros|HeavyStrike} |          Bronze Nerves, %{T03Macros|BronzeNerves}       }    } |    Label 2,?{value2|value2}  } I'm a bit lost since it says not to mess with anything that's calling an Ability or an Attribute. If it makes a difference, I'm not using a Character Sheet I've added in all of the required Attributes. I've set up all of the Abilities individually already on a Macro Mule and tested all of them they work individually, I just can't seem to figure out where I'm going wrong, any help would be greatly appreciated. If I can't figure it out this way, I'll likely just copy the macros and fully build it out in the nested one like I used to, I was just trying to do it this way in case to make it easier if I have to hotfix any Ability.
1741654065

Edited 1741654173
Gauss
Forum Champion
Hi Dr.Strangelove,  The problem is probably within your commands (everything that starts with a "%").  You see this: %{commandname} Roll20 sees the contents of that command name.  For example, if a command fires off a template Roll20 sees &{template:default} {{name=template name}} {{more template stuff=stuff}} And, that breaks the nested query.  I would strongly suggest that you avoid using nested macros that are this involved. Use Chat Menus instead, it avoids the entire issue. 
Ah, yeah I'd looked briefly at the Chat Menus, but they'll have upwards of 50 Abilities. Yeah, when I'd tried the replacement &amp;#37; it appeared to work, but broke on the lines after. I'm a bit stuck, is about the last piece I have to finish setting up before starting to run the test games here on Roll20.&nbsp; I wasn't sure if there was something specifically to nesting Abilities in&nbsp; <a href="https://wiki.roll20.net/Nesting#Nesting_Abilities" rel="nofollow">https://wiki.roll20.net/Nesting#Nesting_Abilities</a> &nbsp;that I might have missed or just looked over.
1741654657
timmaugh
Forum Champion
API Scripter
The problem is likely that one or more of the individual abilities have query-breaking characters in them. It isn't just the sub-query that has to be escaped with HTML replacements. Because of the order of operations , abilities will expand before the query resolves. This means that any text included as the payload for an ability is injected into the query before the query is evaluated. If the injection brings a comma, pipe, or right brace, that character will influence the way the query is processed. You have 3 options: 1) perform HTML replacements on the secondary abilities (and any sub-abilities or attributes that are called). CON: this will render the individual commands impossible to run on their own; they will only work through a query which will perform the HTML re-substitution for you. 2) use a Chat Menu with a button for each sub-ability CON: some people think this is spamming the chat interface. 3) if they are available, use scripts (specifically metascripts) CON: all scripts will come with a learning curve.
Dang, yeah, all of the Abilities call Attributes.&nbsp; Guess I'll have to look more into chat menus then, that or set it all up in long form. Will be some definite chat spam, since they're used on every turn. Thanks for the help, not what I was hoping to hear, but, I'd honestly expected it, why I stopped building the system out originally, but, still easier than running it all PbP.&nbsp;
1741655380

Edited 1741655495
Gauss
Forum Champion
Dr.Strangelove said: Ah, yeah I'd looked briefly at the Chat Menus, but they'll have upwards of 50 Abilities. Yeah, when I'd tried the replacement &amp;#37; it appeared to work, but broke on the lines after. I'm a bit stuck, is about the last piece I have to finish setting up before starting to run the test games here on Roll20.&nbsp; I wasn't sure if there was something specifically to nesting Abilities in&nbsp; <a href="https://wiki.roll20.net/Nesting#Nesting_Abilities" rel="nofollow">https://wiki.roll20.net/Nesting#Nesting_Abilities</a> &nbsp;that I might have missed or just looked over. There are ways to break that up.&nbsp; You can use a combination of Chat Menus and queries for example.&nbsp; Example structure:&nbsp; ?{Query|Group A,%{Chat Menu A}|Group B,%{Chat Menu B}} Then each chat menu is constructed like this:&nbsp; /w @{selected|character_name}&nbsp;&nbsp;&amp;{template:default} {{name=Group A name}} {{[button 1](~output1) [button2](~output2) [button3](~output3)}} {{[button4](~output4) [button5](~output5) [button6](~output6)}} And then replace needed control characters (such as "}" with HTML equivalents in the chat menus, the query, etc.&nbsp; By hybridizing the approach like this you can save yourself a lot of html substitution headaches.&nbsp; Alternately, you can use Chat Menu buttons in a tree formation and replace queries altogether.&nbsp; /w @{selected|character_name}&nbsp;&amp;{template:default} {{name=Select a group}} {{....buttons that leads to other buttons}} So you can wind up with a tree that looks like this:&nbsp; Tier 1: block of initial choices. Select a "group" Tier 2: next set of choices. Such as attack types. Select an attack type.&nbsp; Tier 3: final set of choices, such as attack variations.&nbsp; No HTML substitution madness, just a lot of front-end work to organize it all nicely.&nbsp; And no spam for anyone but the person using it.&nbsp; Note: I set this up for my players regularly. My players have Chat Menu trees whispered to them where they make choices. It creates no spam for anyone but themselves.&nbsp; Also, you can put multiple buttons on one line, reducing spam.&nbsp;
1741655610
Gauss
Forum Champion
If you'd like more help with this I'd be happy to jump in a call with you via Discord, take a look at your setup, and offer suggestions.&nbsp;
That's hella smart, I'll have to mess with that set up some more after I finish up dinner. If you wouldn't mind and know off hand, which other References I should pull up to attempt setting up that way. I'll likely still take you up on your offer for aid, just wanna see if I can't figure it out with the right leads. The no HTML substitution is enough to sell me at this point, I really don't want to make something comparable to the way I used to do them in 3.5 (It was a group of 5 Saiyans) ?{Name of Query| Attacks, ?{Type&amp;#124; Standard&amp;#44; ?{Attack Type&amp;amp;#124; Fist&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Punch&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+12+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d6+6]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+12+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#124; Nyoi Bo&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Nyoi Bo&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;19+12+2[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d6+6+2]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;19+12[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#124; Stunning Fist&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Stunning Fist&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+12+6[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8+6]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+12+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; {{Effect= Fort save of [[16]] or target is stunned until your next turn &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#125; &amp;#124; Full&amp;#44; ?{Attack Type&amp;amp;#124; Fist&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Punch&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+12+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8+6]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+12+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;{template:default&amp;amp;amp;#125; {{name=Punch&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+7+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8+6]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+7+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#124; Flurry of Blows&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Punch&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+12+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8+6]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+12+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;{template:default&amp;amp;amp;#125; {{name=Punch&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+12+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8+6]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+12+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;{template:default&amp;amp;amp;#125; {{name=Punch&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+7+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8+6]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+7+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#124; Nyoi Bo&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Nyoi Bo&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;19+12+2[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d6+6+2]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;19+10[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;{template:default&amp;amp;amp;#125; {{name=Nyoi Bo&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;19+12+2[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d6+6+2]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;19+10[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;{template:default&amp;amp;amp;#125; {{name=Nyoi Bo&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;19+12+2[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d6+6+2]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;19+10[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;{template:default&amp;amp;amp;#125; {{name=Nyoi Bo&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;19+12+2[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d6+6+2]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;19+10[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;{template:default&amp;amp;amp;#125; {{name=Nyoi Bo&amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;19+7+2[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d6+6+2]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;19+10[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Damage Type= Bludgeoning &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#125; &amp;#125; | Ki, ?{Spell Level&amp;#124; Least&amp;#44; ?{Ability&amp;amp;#124; Improved Ki Volley&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Ki Blast&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost=2 &amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Standard Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Range=50ft &amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+15[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+15[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; &amp;{template:default&amp;amp;amp;#125; {{name=Ki Blast&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost=2 &amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Standard Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Range=50ft &amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+10[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+10[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#124; Solar Flare&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=SolarFlare&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost= [[5+[AttackBonus]]] &amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Standard Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Range=30ft &amp;amp;amp;#125;&amp;amp;amp;#125; {{Reflex Save=[[16]] &amp;amp;amp;#125;&amp;amp;amp;#125; {{Effect= Any creature who fails the save is blinded for 2 rounds and then dazzled for 4 additional rounds there after &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#124; Intimidating Ki&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Thunderhead&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost=1 per round&amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Free Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Range=10ft radius from self&amp;amp;amp;#125;&amp;amp;amp;#125; {{Duration= Until dismissed&amp;amp;amp;#125;&amp;amp;amp;#125; {{Effect=All opponents withing 10ft take a -2 to attack rolls.&amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#125; &amp;#124; Lesser&amp;#44; ?{Ability&amp;amp;#124; Ki Barrage &amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Ki Blast&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost=2 &amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Standard Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Range=50ft &amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+15[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+15[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; &amp;{template:default&amp;amp;amp;#125; {{name=Ki Blast&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost=2 &amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Standard Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Range=50ft &amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+12+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+12+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; &amp;{template:default&amp;amp;amp;#125; {{name=Ki Blast&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost=2 &amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Standard Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Range=50ft &amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+7+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+7+4[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#124; Beam Blast&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Beam Blast&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost= [[5+?{Penalties/Bonuses?&amp;amp;amp;#125;]] &amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Standard Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Range=50ft &amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+15[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8+2d6]] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+15[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{Reflex Save= [[16]] &amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#125;&amp;#125;| Forms, ?{Type&amp;#124; Kaio-ken&amp;#44; ?{Level&amp;amp;#124; Kaio-ken&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Kaio-ken!&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost=5 per round&amp;amp;amp;#125;&amp;amp;amp;#125; {{Self Damage= [[1d4]]&amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Swift Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Duration= Until the end of action on next round&amp;amp;amp;#125;&amp;amp;amp;#125; {{Effect=Grants +2 Str and Dex &amp;amp;amp;#44;+10 Movement &amp;amp;amp;#44; +2 Spot and listen checks.&amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#124; Kaio-ken x2&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Kaio-ken x2!&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost=10 per round&amp;amp;amp;#125;&amp;amp;amp;#125; {{Self Damage= [[2d4]]&amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Swift Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Duration= Until the end of action on next round&amp;amp;amp;#125;&amp;amp;amp;#125; {{Effect=Grants +4 Str and Dex &amp;amp;amp;#44;+20 Movement &amp;amp;amp;#44; +4 Spot and listen checks.&amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#125; &amp;#124; Super Saiyan&amp;#44; ?{SS Form&amp;amp;#124; Imperfect&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Imperfect&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost=7 Initial 3 per minute&amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Swift Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Effect=Grants +4 Str and Dex &amp;amp;amp;#44;+10 Movement &amp;amp;amp;#44; DR /-&amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#124; Label 1Bii&amp;amp;#44; value1Bii &amp;amp;#125; &amp;#125; | Abilities, ?{Type&amp;#124; Class&amp;#44; ?{Ability&amp;amp;#124; Ki Blast&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Ki Blast&amp;amp;amp;#125;&amp;amp;amp;#125; {{Ki Cost=2 &amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Standard Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Range=50ft &amp;amp;amp;#125;&amp;amp;amp;#125; {{attack=[[1d20cs&gt;20+5[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; {{damage=[[1d8+5] x2 for Crit &amp;amp;amp;#125;&amp;amp;amp;#125; {{Crit Confirm?=[[1d20cs&gt;20+5[AttackBonus]+?{Penalties/Bonuses?&amp;amp;amp;#125;]] vs Touch AC&amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#124; Label 1Aii&amp;amp;#44; value1Aii &amp;amp;#125; &amp;#124; Special&amp;#44; ?{Ability&amp;amp;#124; Detect Power Level&amp;amp;#44; &amp;{template:default&amp;amp;amp;#125; {{name=Detect Power Level&amp;amp;amp;#125;&amp;amp;amp;#125; {{School=Divination&amp;amp;amp;#125;&amp;amp;amp;#125; {{Components=S &amp;amp;amp;#125;&amp;amp;amp;#125; {{Casting Time= Standard Action&amp;amp;amp;#125;&amp;amp;amp;#125; {{Range=60ft&amp;amp;amp;#125;&amp;amp;amp;#125; {{Area=Cone Shape&amp;amp;amp;#125;&amp;amp;amp;#125; {{Duration= Concentration up to 10 min/level&amp;amp;amp;#125;&amp;amp;amp;#125; {{Effect= You detect life force in an area. Information revealed depends on time studied &amp;amp;amp;#125;&amp;amp;amp;#125; {{1st Round=Presence or Absence of Life Force&amp;amp;amp;#125;&amp;amp;amp;#125; {{2nd Round=Number of different Life Auras and power level of the strongest.&amp;amp;amp;#125;&amp;amp;amp;#125; {{3rd Round=Power and location of each aura.&amp;amp;amp;#125;&amp;amp;amp;#125; &amp;amp;#124; Label 1Bii&amp;amp;#44; value1Bii &amp;amp;#125; &amp;#125; | }
1741664901
Gauss
Forum Champion
Woof, that is one nasty query. :) Honestly the only information I can provide is the Chat Menus link I linked earlier. Other than that there are tons of nuances that I can probably help with on getting it refined to a point where you are happy.&nbsp; If you'd like to discuss it in realtime then you can reach me is via the Roll20 Discord server , or the r/Roll20 Discord server .&nbsp;
Yeah, at the thought of having to do that for every character for each class they pick, is why I just stopped running all together. But, the itch to get this system going full bore is just too much. I'll definitely be joining the Discord here shortly, have a few questions that I've not come across answers to, like what function the Tilde ~ has.&nbsp; Edit: This works brilliantly, the only question I have, is there a way to run the Abilities from the Macro Mule?&nbsp; Thanks again! I figured it out, changed my wording in the search and finally got the hit I needed. Thank you so much for your help.