#SWIM Stuff
1 messages · Page 1 of 1 (latest)
What errors are there?
@wanton skiff:
I didn't read everything. Please describe your problem/question for me. =)
The Deflection BR2 scripts. The way they have been rewritten they internally clash (if the target is "maintain Deflection" the script will not run. The whole section under not isn't needed anymore as it was only there to stop the normal deflection and raise being applied at the same time. This isn't a problem now because of the way the power works now.
"name":"targethasDeflectionM",
"button_name":"has Deflection",
"skillMod":"-2",
"and_selector":[
{"selector_type":"item_type",
"selector_value":"weapon"},
{"selector_type":"skill",
"selector_value":"Fighting"},
{"or_selector":[
{"selector_type":"target_has_effect",
"selector_value":"Deflection (melee)"},
{"selector_type":"target_has_effect",
"selector_value":"Deflection (raise)"},
"defaultChecked":"on",
"group":"The target"}
``` and ```{"id":"9Target has Deflection (Ranged}",
"name":"targethasDeflectionR",
"button_name":"has Deflection (Ranged)",
"skillMod":"-2",
"and_selector":[
{"selector_type":"item_type",
"selector_value":"weapon"},
{"or_selector":[
{"selector_type":"skill",
"selector_value":"Shooting"},
{"selector_type":"skill",
"selector_value":"Athletics"}]}
{"or_selector":[
{"selector_type":"target_has_effect",
"selector_value":"Deflection (range)"},
{"selector_type":"target_has_effect",
"selector_value":"Deflection (raise)"}]}],
"defaultChecked":"on",
"group":"The target"}
``` Will cover everything.
Sorry I was going to write it up properly for you when I got home tonight.
I'm afraid I don't quite understand the problem. The whole thing isn't supposed to run at Maintaining <something> because that is just a way of keeping track of your maintained powers that do not affect you.
Anyway, if there is a problem, please feel free to make an issue on SWIM or create a PR to this file directly: https://github.com/SalieriC/SWADE-Immersive-Macros/blob/main/swim/scripts/helpers/brsw_actions_setup.js
Please do not advice users to put their own global actions in if they are covered in the above file because that'll apply them twice. (Because SWIM already injects them directly into BRSW.)
Think I found your questions @wanton skiff, please tell me if I didn't found all:
I got SWIM but the deflection macro doesn't seem to do anything
It should if you are using BRSW. If you don't the AE is just a reminder as AEs cannot natively affect other actors. With BRSW the malus should be applied automatically (make sure to toggle the BRSW/BR2 integration in SWIMs settings on, you'll also get a notification on first world load with BRSW active). There might be problems as @full hatch informed us but I didn't see any of them. I'll resolve them if there are any in the next version. Rest assured, I don't see any problems yet.
Please do not add the global actions manually, SWIM will handle that for you. They are documented on the wiki just for reference.
Sure, Also, for the shape changer macro in SWIM
Everything's working fine, except the token that replaces the actor is not selectable by the player
Like they can target it and open the sheet, but they cannot move it
That's a problem that resulted from the change of properties in v10 (again). It'll be fixed in the upcoming version of SWIM. Please be patient for a little longer, the more bugs I fix, the more bugs seem to come up. 🤣
Sorry I hadn't realised they were in a brsw yet. I thought they were still being added manually.
Don't worry about it. Luckily, Javier was so kind to make an API addition for me to automatically add them. =)
Thanks for responding!
I thank you, without the report from the community such as yours, I'd have a hard time finding all the bugs.
I hope all your questions were answered?
Just that I'm assuming BRSW is Better Rolls for SWADE?
Exactly. It's commonly abbreviated as BR2 but that abbreviation isn't suitable anymore since it entered version 3 so I'm using BRSW instead.
I gotcha, thank you~
Sorry to bother, but im not seeing a toggle for BRSW/BR2 integration
You don't bother me at all. It's well hidden, that's for sure. 🤣
OH! Okay
Thats done it, thank you
@wanton skiff Wait, you let players shape change into a ringdocus? 🤣
Anyway, let me take a look real quick.-
Shore
lmfao the power said they could be a dragon given sufficient rank, it didnt seem to be an issue RAW.
She actually prefers the Devil Bat tho
It kinda seemed thematic to let her turn into creatures with native american lore in the setting as well, plus these all seem to be "animals" just weird and semi-intelligent
I only allow natural animals (Varmints section). Otherwise the players can spoiler themselves by shape changing into these critters. But that's just me.
Oh ye, will tbf she can only change into animals shes seen
and they've already fought those
Okay, the issue seems to be that the token somehow doesn't get the same permissions as the actor. That's why the user can open the sheet but not use the token. This is pretty weird and either a quirk with v10 again or a warpgate thing. Or maybe I have a race condition or something. I need to check. @edgy bramble, could I convince you to get over here for a sec? =)
whats good? no permissions over a spawned token?
Pretty much. I'm not sure how it's supposed to work atm. So the trouble right now is:
- Script creates a copy from actor x and sets permission of that actor to be the same as original actor.
- Script then lets Warpgate spawn token from the newly created actor.
- Token doesn't seem to inherit permissions of its actor.
is the actor's prototoken set as linked?
actor permissions can only be overriden on unlinked tokens
source from which it is copied no, the created actors prototype token is though.
and why are we creating a copy of the actor?
rather than spawning with changes or mutating
I need the actor to be in the sidebar while keeping the template unchanged.
Just to clarify so I know its not user error, the token shes becoming should be unlinked correct?
A mix of ease of use, convenience and stuff I need to do to support the SWADE system I'd say.
hmm, and this is a polymorph or shapechange feature?
No, it should be linked to the newly created actor she's changing in, located in the [SWIM] Shape Changing folder. You are on v. 1.2.2 right? Maybe caching was also in the way.
So here's how it is in the folder without using the macro
I don't really know the difference. SWADE only has shapechanging I think. 🙈
did you see the script that John posted the other day? <#swade message>
and how it is after using said macro
That's fine, SWIM will change it as needed.
that one should be a fully working shape change without the need of creating temp actors
No. I have my own script in SWIM.
i have a feeling the permissions issues are due to the creation of the linked temporary actor.
While i dont think its needed, you could create the temp actor with an unlinked token (player needs no perms to it) and it should work fine
futhermore, the player client needs to be the one that spawns the token -- a common error is trying to get the GM to summon a token for a player and the player not having permissions to it
Oh wait. So if the function is relayed to the GM using the notification system, then it won't update the ownership?
I've done it from their profile specifically with the same issue, if thats the same thing
unless you also pass the actorData updates for the token to give that user permission to it
but the actual client creating the token is the one that is granted elevated permissions to it
for all stock WG operations, there should be no need for the GM to execute anything on behalf of the players
warpgate will internally route to the client responsible
Hold on, I need to verify what my script is doing exactly. 🙈
I think the problem is that at the time of creation warpgate didn't provide what I needed. We were talking about it at the time. Maybe something has changed since then. What is happening right now is:
Script relays stuff to the GM -> There the template actor is copied and updated with all needed data.
But I think you've answered my question already so it's just a matter of adding a little more data and it should be fine I think. Thank you for taking the time. =)
the player should be able to copy and create the actor as well, assuming they have create actor permissions.
I'd be happy to look into exactly what you were working around by deferring directly to the GM, as that workflow is a bit counter to how WG wants to operate
That's a permission I don't want users to force to add in their worlds.
Fair. Just for kicks, try John's script, might give you some ideas
Think I got it @wanton skiff Let me make a stealth release real quick. You will have to uninstall SWIM and install it again to get the updated version. It was working on my end now, please try and report back.
Shore gimme just a bit
Never! 🤣
For sure. Just not right now. Makes me sad that we can't all work on the same thing rather than doing our own stuff seperately and then stealing from each other. XD
Anyway, better not to touch that subject. ^^' - Thak you for the insight honeybadger. That has been helpful in understanding the source of the issue.
Okay ive uninstalled and reinstalled it
Unless caching is fucking with us, you should have the stealth update then.
forge dont like duplicate version releases 😅
Its working now c:
Thank you both for helping with this
It's not the first and certainly won't be the last time I'm getting in a dogfight with Forge. 🤣
heh, tell me about it
I thank you. Your sacrifice might've saved the session I'm running tomorrow. :D
Good luck!
Same. With a player having access to a ringdocus, my oh my...
I should try that some day, players would love it. :D
Or better: An adult Rattler. XD
Yea! It hasnt been a huge issue, she's also been a Wall Crawler as well, but by far her favorite is a Devil Bat.
We agreed though, out of similar concerns for meta-gaming, she can only be animals she'd have seen or are extremely common. They've fought all of those foes before so its gravy to me.
That would be a truly Legendary cowpoke
Yeah, limiting it to known critters would be essential for me as well.
Any, since we're talking: What would you prefer: Having the shape change-able animals be sorted alphabetically or by their size?
Thats a good question tbh
Alphabetically seems like it would be the most intuitive, but I would probably actually go by size since thats the limiter the Shape Change power functions on.
Especially if its divided into sub-groups, so you could look through folders of things Size 0 or Size -1 to -4
Okay, I think I'll sort by size and within that by name then... Once I figure out how. 🤣
Thank you for your input. =)
Yea! Thanks for the mod, its amazing!
So glad you like it. ❤️
How is that?:
That seems perfect to me
That way they can see which animals they can use at a glance
I'm not saying my players are dumb, but they are human rofl
So making things simple or at least concise is key to me
Yeah no, just human. Otherwise I'd be dumb too... Although that might actually be a possibility I admit. :D
Anyway, here it is. Will be a while for the next update, so if you want that sorting, you can use this.
Much obliged!
Which is why this mods great to me, we all forget modifiers and stuff, so having this automation removes that brainfart error you know?