Sorry for the delay, just now getting back to it ... Thanks, it worked!!! This was fantastic help!!!
I also appreciate the back and forth discussion as well!
I had tried HTML Replacements due to being nested within a query, but never even considered that the character name was being adding in using '~' behind the scenes (which seems obvious now) and that the generated name would require HTML Replacements!
I seem to have 1 more issue, which I'm sure is also something simple that I'm just overlooking.No query this time.
I get the same 'Mt is undefined' error, which I believe means that the macro/ability name wasn't found ... likely due to special characters used or a typo. (Please correct me if that's not quite right!)
- Why is it that even though this version is not nested within a query, the 'standard' version of [button](~abilityname) doesn't work and it must still be fully qualified with html escapes? (see below example)
- Slighty off topic ... I noticed that not everything that has an html replacement seems to need it replaced, even within a query. (See the '-' in the ability names called in the code below) I'm guessing it has something to do with if the special character is used within whatever it is nested in.
Example: ) , } , |(pipe) and ,(comma) are used in a query and an occurrence of one of these breaks the query early. But ( & { are not used after the initial parentheses and so it seems to ignore it. Am I on the right track? Is there a list of characters that break various bits of code?
MacroMenu Spells
/w Lucky &{template:default} {{name=Macros for Casting Spells
}} {{**Level 0 Spells**
}} {{[Detect Magic](~@{character_id}|Lvl 0 Spell - Detect Magic)
[Detect Magic faulty](~Lvl 0 Spell - Detect Magic)
[Ghost Sound](~@{character_id}|Lvl 0 Spell - Ghost Sound)
[Ghost Sound faulty](~Lvl 0 Spell - Ghost Sound)
[Open/Close](~@{character_id}|Lvl 0 Spell - Open/Close)
[Open/Close faulty](~Lvl 0 Spell - Open/Close)
[Read Magic](~@{character_id}|Lvl 0 Spell - Read Magic)
[Read Magic faulty](~Lvl 0 Spell - Read Magic)
}} {{**Level 1 Spells**
}} {{[Expeditious Retreat](~@{character_id}|Lvl 1 Spell - Expeditious Retreat)
}}
Lvl 0 Spell - Detect Magic (as a sample of an ability being called)
?{Post|Public, |Private,/w Lucky |GM,/w GM} &{template:default} {{name=Detect Magic
}} {{Spell Level = [[0]]
}} {{School = Divination
}} {{Casting Time = Time
}} {{Components = V, S
}} {{Range = 60 ft.
}} {{Area = cone-shaped emanation
}} {{Duration = concentration, up to [[@{Level}-13]] Minutes
}} {{Saving Throw = None
}} {{Spell Resistance = No
}} {{Description
= [Detect Magic](link stripped away)
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
}}