#SWIM
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I would say to make it an option with it off by default. Even in something like D&D, characters can still target and attack things while they're blind, just at heavy negatives. If the player can't select any tokens, it limits their ability to use automation.
While neat, the practical drawbacks of making a player blind would be too big I feel.
An alternative would be to give the token the sense all or feel tremor detection mode for the full Toph experience. That would add some layer of strategy because players would have to memorise who is were but would still be able to target them.
But I imagine many would not like this kind of strategy.
From an immersion and storyteller angle, it would be a great tool. Advocating for the varied lot of players though, some will definitely see this as frustrating not immersive. It could sour the experience. I think by default if the mechanical penalties are possible, they should go in. The rest should be an optional setting.
Thank you for getting just the icon in there though. I put the original ticket in some time ago when one of my players started using Blind all the time.
Blind as a power should not default to the Blind condition; the base success is very clearly a "impaired vision" rather than full on "no vision"
My preference would be to still be able to target things as that is closer to teh rules. If it was possible changing it to see in grey scale instead of no vision I think would be a good reminder. The same problem happens with invisible. In game it gives a -4 or -6 to hit, but the invisible condition makes the token actually invisible to all the other tokens and untargetable. (I think a 50% transparency would be better, but I think that needs to be looked at in system)
Modules can alter behavior. I think it's easier/better to keep it there than baseline alter what Blind/Invisibility do for everyone though
I'll leave blind as it is for now so I won't use the core effect which actually blinds. SUCC might cover this in a different way in the future so SWIM is out of that anyway. And this has absolutely nothing to do with the fact that I currently have no clue how I can change that, nope... ๐
Also, I'll change the invisibility behaviour based on the suggestion here. I will make invisible tokens rather transparent but still be visible. This will be exclusively for SWIM however. Core behaviour will have to be implemented in SUCC.
And on a side note: I have been busy with the BRSW integration and it's pretty wonderful right now. Sound effects work great and injury AEs from BRSW will be updated with icons, name, changes and flags from SWIM so they can be healed using the Personal Health Centre.
Is there a way to split the Summon Creatures into the different powers; Ally, Animal, Monster & Undead?
I know it's unlikely that a player summoning a cat will accidentally summon a flaming skeleton, but it'd be nice to avoid any chance
Please create a ticket on the repo and I'll see what I can do. I've been toying with the idea myself because of Hellfrost and the FC but haven't found a proper solution. It would probably require seperate folders, flags and/or other shenanigans so I'm pretty sure there won't be a satisfying solution to this in the near future but I'll take a look at it.
The easiest would possibly be by checking permissions but that would also mean that GMs get all displayed, regardless of the current actors ability.
The SWIM config menu has a field for Natural healing time, does it keep track of that in like, some way?
I summon you @heavy nymph ๐
I see, there's a macro. Thanks for the link!
Doesn't seem to care that I have healing potions though
I checked and made sure that the name is exact in the module
No, it's only used for the text in the dialogue as a reminder for players and GMs. I tried to do that but it's way too hard as it would need to track when the wounds were caused. I could only do it for every round but that'd be inconsistent.
Any errors in the console?
Understandable!
Lemme check
Uh, yea I think there's an error
It seems to work just fine on my end. I have a couple ideas why it wouldn't work for you though.
Please give me a screenshot of the error.
That's a BRSW error and might interest @true panther.
Sorry I'm not super knowledgeable about console script
No worries. Let's figure out what the problem is. First: What type of item are your potions? Are they consumables?
I will say it said something the first time I tried it about using a healing potion, but they werent even in his ivnentory
Yes
Uh
That's the problem right there.
Make them Gear and it'll work.
Ah ok
The script is pre-consumables. I need to update it (feel free to create a ticket on the repo for it) but didn't get around yet. Consumables are somewhat more complicated.
Thats fine, out of curiosity does the module remove them from the inventory at all?
It reduces quantity and should delete the item when quantity reaches 0 I think.
I'll test it, thank you for the assistance!
You're welcome. Glad you're using SWIM. =)
Don't hesitate to contact me with any questions about it.
Will do! Its a great module and it really helps me and my players out, we love it!
Glad you like it. =)
I just came back and it's nice to hear SWIM is still appreciated. Stay tuned for a new release soon. ;-)
Okay it does indeed remove the potion and is working now, thank you!
My only other suggestion, if I can, is that the Fantasy potions also remove all fatigue, so a button that lets you edit both at once would be stellar.
You might make a ticket on the repo for that but the way it is written right now prevents that. But it is due for a complete rewrite anyway. That's nothing that'll happen soon though, especially not now. I still have to catch up with the latest changes to ammo management in SWADE and then there is v11 which I have to adapt to.
No problem, it'll work jsut fine as is, thanks!
I dont mean to be a pest, but whatre the changes to ammo?
You're not, no worries. =)
SWADE now uses consumables for ammo and has a bunch of features I had before. I didn't adapt to it fully yet but it looks like SWADE now has most of my features in save for one I think. So I might deprecate my stuff once they add hooks I can use to play sounds and apply AEs for ammo.
My only issue with the current one is that you manually type the ammunition name into the weapon detail.
Not all of my players are uh, super bright so thats a bit cumbersome for them.
A drop down menu or something would be neat.
Which I guess is kinda out of your hands now lmfao
You only have to do that once on setup. Just type the standard ammo in before anyone takes the weapon. After that they can change ammo easily using the ammo management macro.
At least for the wepons swim config that is. In the ammo field on the weapon itself you need to type in all available ammo. if you're using SWIMs way of ammo handling.
If you wanna go down that rabbit hole, here is the documentation: https://github.com/SalieriC/SWADE-Immersive-Macros/wiki/Ammo-Management
It's a lot but before I change it I'll write a migration script so no worries stuff will be lost.
Its working okay, the only issue im having is when I swap the arrows it puts the chat card up
Except I'm trying to load these ones which are on the list, but it doesnt seem to want to
Are they consumables? ๐
Negative
I did have them marked as equippable, but I declicked it
But those arrows are listed in the ammo mgm macro?
Any errors in the console when trying to change ammo to them?
The second errour yould interest @real pagoda. I'll take a look at the first after our current game (incidentally with Kyane as the GM. :D) There seems to be something missing. I might need more info from you then, I'll ping you if I do.
Last thing, whenever you can, there's this too: it seems to not want to acknowledge the bow has arrows after the first shot of the ammo that does work. Trying to reload it tells me its already loaded, then says there's not enough Ammo.
But enjoy your game! I'll be around!
I think I might know what's wrong. That's bad. SWADE really messed it up for me. :-S Gotta need to update SWIM for it. -.-
oop sorry :[
Not your fault. Good thing you've spotted it. I'll take care of it for the next update (which is due for this weekend).
Thanks! Have a good one!
Would you be willing to help testing the new version against your issue?
I can give it a shot.
I've not updated to v11 though, if that matters.
Good. I won't start making adjustments to v11 before there is a compatible SWADE version for it.
Sounds good, sometime this weekend then?
Or right now. ๐
Hope you're not on The Forge...?
I'm gonna say no, because I'm not sure what that is
It's a hosting service for Foundry that makes it difficult to test modules without official release.
Ah! No, mines jsut on my own lil PC
Download the zip, unzip and drag the entire folder into data/modules. Overwrite everything.
Roger roger
Also remember to make backups. But there shouldn't be something breaking in it.
Backing it up right now, might take a bit
It's okay, gotta solve a fey riddle anyway. :D
The answer is always Cold Iron
Once I figured out how to fight a freackin' forest. XD
Files replaced
Gonna letter rip
Still kinda the same issue.
Doesnt recognize the one kind of arrow, and its still telling me I dont ahv enough ammo.
Now sometimes it also tells me it doesnt need the reload action.
Its running SWADE 2.3.6 if thats relevant
please export the weapon and the arrows that cause issues for me.
(drag them to the items sidebar, then right click and export)
I had to go out and pick up dinner but as soon as I get back I will do that for you
Thanks. From what I see in the error, it's not getting the setting it is looking for which is strange as it should run the migration and set them up but I might be mistaken.
Try this please.
Also I need some more info about the unrecognised ammo. It is showing up in the ammo management macro as a ammo type for the weapon?
Yes it is
it just doesnt do anytihng
Sorry that took so long
Okay with this new one it told me the arrows were migrated when I "loaded" them
Its loading all the arrows now, but still returning a "you dont ahve enough ammunition" error when I try to fire the bow
Also tested it with an entirely different bow, same issue
fwiw 3.0 is available on /develop and ready for module makers
It's working perfectly fine on my end. The chilly arrows are loaded and fired no matter whether I use BRSW or the shooting part of the ammo mgm macro. They're migrated when I load them and after that it's fine.
I'm also not seeing anything on the items you gave me that would conflict. You can set Shots to 0/0 on the bow and try again but it's not an issue for me and really shouldn't be one at all.
So with that tested, the error needs to be on your end. The question is just: where.
Go to Configure Settings -> Savage Worlds Adventure Edition -> Open Setting Configurator -> Setting Rules and scroll all the way down. Is "Ammunition Management" disabled there?
Then navigate to the Better Rolls settings and check that "Subtract ammo by default" is disabled there.
If both of these settings are disabled, please check again. If it still doesn't work I'm at my wits end. At this point I'd need to check on your end myself. I'm always uncomfortable asking for that but I really have no clue what else could be wrong.
Also please show me the "you dont ahve enough ammunition" message in a screenshot.
Thanks but I need to catch up with all the changes first. SWADE development exploded in the past weeks and since I was busy with other parts of my life, I wasn't able to kep up.
Double edged sword that
ah wait you said to disable it
oh thats BR sorry
Ah... Disable that. SWADE and SWIM are fighting over priority here. You gotta disable that.
It's both. Both need to be disabled.
I probably should make a check when the ammo mgm macro is used...
okay ammo is disabled in both areas, lemme try and pop off a shot
oop, it gave me the chat card
okay im not getting any errors and it acknowledges that the arrows are loaded, but its still not subtracting them
Yeah I kinda started churning through tickets ๐ you might want to start leveraging the compatibility field for the system in your package manifest, marking minimums and verified statuses?
Okay so the consoles not throwing any errors until I swap the arrows in the ammo macro, then it gives me this:
To add clarity, tis not subtracting any of the ammo
This is a BRSW error, you can see that where it reads "[Detected 1 package: betterrolls-swade]" I just have no idea why that is coming up when executing the SWIM macros. Sanity check: You are using the SWIM macro, right?
Uh, I mean, I thought so, lemme check
I saw that by my flooded inbox. ๐คฃ
Good job and everything. Flo showed me what the ammo mgm in SWADE looks like. If you get around sending hooks for everything happening I might deprecate mine. Although I'm not sure you got the AE from ammo stuff yet. For the record though: SWIM had everything you now have first. It just wasn't as pretty. ๐คฃ
Yeah, it is... Hmm. So swapping ammo works, also for the chilly arrows? Only thing not working now is that it won't reduce the ammo quantity?
Are you using BRSW or my macro to try and spend (shoot) the arrow?
I uh, I click the items icon and then select the "spend ammo" option in the chat card.
Sorry, im not sure which does that.
like that
Okay. I'm sorry this is confusing but there's no way for me to avoid it with three modules tryingto do the same I can only do so much to reduce the confusion.
That is BRSW. Please double check you have the subtract ammo option in BRSW disabled and then check in the SWIM settings that you have BR2 Support enabled. That's under Start SWIMing -> SFX & VFX Options
Save and it should reload.
Then you it should spend the ammo in the BRSW roll upon rolling the item without you needing to click anything in the BRSW card.
I see.
No youre fine, I feel like im not very helpful since I dont really understand the system well.
Lemme check that real fast.
Well, you're exceptionally helpful in being the average user (no offense, mate) and that is providing valuable feedback for me on how to improve the documentation.
Hey, I always shoot for average
lemme see what I got hold on
Uh, this may be a dumb question, but I got BRSW and BRSW2 on, is that a problem?
Good. If that was like this before, just reload (F5) please.
As in... two separate modules?
Yeah, that's very bad. Disable the one without the 2 in your Manage Modules.
Where did you even got that? It shouldn't be available at all anymore. oO
You have this installed and enabled for years? ๐คฃ
That's great. No offence, it happens. But that's really nice. It shows you're a loyal user from the start. =)
Go ahead and disable and - preferably - uninstall version 1 now. It's incompatible with like everything by now.
Roger
I really like Foundry and SWADE
Im moving my entire setting to the system when im done with my current campaign.
and SWIM has made it like, leaps and bounds better
Thank you so much. ๐
Now, let's try to cement that feeling by getting the ammo mgm working. =)
Ye boooooooy
Uh okay so thats uninstalled
Lemme get back in a double check this
would updating to 2.4.2 help?
2.4.2 of...? SWADE? Yeah, go ahead. It won't help in this case but it's good to make sure to have the latest version unless a module dev tells you to wait.
mkay
Looking good. ๐ค
mkay gonna save it and give it a go
Just to clarify, im still clicking the "subtract ammo" in the chat card, correct?
No, no need for that. It should show this instead:
Fluff.
Does it show the SWIM message?
Only if I click shoot from here
But then there's no attack roll, unless they're supposed to just use this then make the attack?
In core, not when using BRSW, then it should come with the BRSW roll.
Does the Reload Type matter?
what do you mean?
Ah, yeah, has to be none for Bows (not crossbows though).
It has. It 's working on my end.
Curious
Let me check something.
Yea no problem, I'll be around
Okay. I think I messed up But just a little bit. ๐
Open the SWADE Immersive Macros compendium. Open the BR2 Macros folder. There's exactly one macro in it. Import it and rename it to just "SWIM: Ammo usage" (yo you just need to remove the "[Script] " part.
Save, reload the world (F5) and try a roll using BRSW again.
Doing so now
Hmm
Okay
so
New issue, sorta
Actually
Here's a question
I need both macros yes?
One changes ammo and one makes the ammo subtraction work
Ah, its working
This one lets me manage the ammo
This one does this
BUT, I can swamp ammo with the first and now it removes the bullets and gives me chat cards
Sort of. OPne is for huimans, one is for code. The one you imported just now is for the Better rolls integration to work. what it does is just relaying the info from the BRSW chat card to SWIM where it is processed. The other one is for you to reload and those not using BRSW can expend the shots from it.
Gotcha
You're not supposed to eexecute the one with the brown icon yourself. That's just for BRSW.
Do you get the errors when making the chat card roll?
I didnt import the whole macro directory because I was learning what they did as I went
That's okay.
Okay. Just so you know: There were errors in the past with advanced macros. If you experioence problems with SWIM again try disabling advanced macros first. That said, it should be okay since SWIM v. 1.0.0 but that's not guaranteed as advanced macros really can shuffle things around.
In any case, make sure your players can't see the macroi with the brown icon. They're not supposed to see it.
Will do, I usually set their permissions manually per macro
Also, just to further confirm, it accurately tracks weapons with higher RoF as well
That's very wise.
It should yes.
My players arent malicious or untrustworthy.
They're just curious and easily confused lmfao
So I keep what they have access to fairly limited
Been there. One of my players clicks nilly-willy just everything there is to click when getting confused. I have to closely guide her. XD
That's especially advised with advanced macros enabled.
This has been elucidating and kinda fun, thank you so much for your dedication to the issue and helping us!
I knew what I signed up for. I try to resolve everything. And you gave me valuable insights in how to improve my documentation. Thank you. And glad we could sort that out. =)
If you wish to support me, I have a Ko-fi. But please do not feel obliged to donate anything. That's completely up to you.
https://ko-fi.com/salieric
Another way of (indirectly) supporting me is by purchasing Tokens from Adellos which I help to create: https://www.drivethrurpg.com/browse/pub/18806/Adellos
But even our conversation here was helping me out immensely, so please don't feel obliged at all. Hope you don't mind me tooting my own horn a little bit here. ^^
Not at all! This is hard and tedious work, which you do for optional payment.
An option thats easy for me, its a modest tip but I hope it helps.
Again thanks for the help.
I gotta crash cuz its almost 4am for me, but I'll let you know if anything else weird crops up.
Thank you so much, it goes a long way. ๐
Never hesitate to ask with anything regarding SUCC or SWIM.
Also sleep tight. =)
What core rule layouts do the settings in SWIM allow for that is lacking in the SWADE?
@heavy nymph forgot to @ you.
None, that fit the SWADE system probably. I just have the OK from Shane to share some rules via my layout so that's what I do. Also what I dislike personally is, that core has spacing between the cards and only offers a single row. Granted, this might be fine for most short chases, but I like to have a little more space, that's why SWIM lays out 18 cards by default.
It offers a grid
The system lets you set the number of columns and rows as well
So I'm looking at that just now, is that a V11 problem?
Nope, that was in v10.
Oh, I'll check that once I have some time then. It's probably affecting my cyberpunk and land of fire themes too.
Is there anything in SWIM to help with increasing the traits of a summoned creature using the Increased Trait power modifier?
Is SWIM working for v11?
No, not yet. Power modifiers are a bit tricky as they can change a lot of stuff and that's time consuming to implement and prone to failure. But at some point I might do it. For now, I'd suggest setting up AEs on the preset actors the summoning player can activate if needed.
I have no idea. Do you wanna try? I could give you a version v11 activates in your world. Sadly I had no time to properly test it yet.
Thanks, the AE's sound like a good solution ๐
I'm game to try
Okay, DM me please and I'll send you the package once I'm back from work. =)
Created a new edge with an active effect of Fighting die sides +2. Added edge to the giant spider in the Summoning novice.
Player summoned giant spider, and they can tick the Fighting edge
So suggestion looks good ๐
@heavy nymph In the Mighty Summoner would it be possible to add a way to increase the duration?
The Summoner in Fantasy Companion gets a duration of 5 minutes rather than 5 rounds
Yeah, make a ticket please. I already have implemented the duration x2 feature from the other edge in core. Wouldn't be too difficult to add something similar for a single edge I suppose.
Done ๐๐ป
SWIM hasn't been brought to v11 yet, has it?
No, but if you feel adventureous, I can give you the dev version for it. It's a bit experimental ofc as I'm still working on compatibility but it is looking rather good so far. Feedback would certainly help speed up the process. =)
Always adventurous!
Sent it to you via DM. =)
About the status of SWIM:
It has been a while but I'm happy to announce that SWIM is almost done to be released for v11 officially. Some Bugs had to be fixed and I took the liberty to add a couple new features. Most notably: The Mighty Summoner now supports Mirror Self natively, without the hassle you previously had to take (duplicating the actor to an NPC and then keeping track of changes on the original actor). The Mighty Summoner will take care of that for you.
The release is scheduled for this weekend unless something else comes up. I had a bit of problems along the way, especially with a flooding in my cellar but I should be able to make the release soon. Thank you for your patience and ongoging support. =)
Is there some way to remove the SWIM macros ammunition management in the BR2 card?
... We're not bothering tracking ammo, and it'd be nice not to have the red button
Turn off track ammo in both the system configurator and BR settings. Not sure if it will get rid of the button, but it should remove any errors related to them.
I'm sorry but there is currently no way to remove the action. It never occured to me that s/o could be bothered by it. It should be doing nothing unless you set the ammo management up in SWIM. If you don't import the macro which handles this from the card, there is nothing except maybe an error in the console which no one is ever going to notice during gameplay.
But you're missing out on so many opportunities for great sound effects. ๐
Currently contemplating about it. I think I can make a toggle for that if it is important.
@clever sonnet
You're a star ๐๐ป
Err ... just checked through my SWIM config menu.
Can't see any "BRSW support ammo management" option?
That's because I just added this feature at 1110 UTC+2. XD
This image was just a status report.
Release will be this weekend, not sure whether it'll be saturday or sunday though. I'm making good progress atm and the changelog is getting quite big. I want to ride the motivation wave as long as it lasts to get as many new features and fixes out as I can.
Keep riding that wave
๐๐ป
Summoning a 'Mirror Self' was never easier than it will be with the upcoming version of SWIM:
*Yes, it actually mirrors the token image. This can be turned off or set for only specific actor types in the settings:
Token artwork shown here is not included in SWIM and created by Adellos: https://www.drivethrurpg.com/browse/pub/18806/Adellos
More new stuff for SWIM no one ever asked for: A Travel (time) calculator. I was so very annoyed by the retard imperial units in core and converting and calculating around so I took the opportunity to make a macro to calculate it for me and added a little bit of immersion by integrating images because: Why no? - A future update might introduce generating encounters as well.
SWIM is now v11 ready. ๐ฅณ
Make sure to update SUCC as well as SWIM relies on the new SUCC update.
Mighty Summoner is throwing an error when summoning Mirror Self because if (packName || packName != 'none') will always be triggered when packName is "none". It should be an &&
Toggling the "Add Raise Calculator Button" setting throws an error
Also, any chance you can add support for the Brazilian Portuguese core rules? It is swade-core-rules-ptbr. For most of the logic it should be simple, just compendium links that need to be changed
And could you add a game.modules.get('betterrolls-swade2')?.active to the if (game.settings.get('swim', 'br2Support') === true) { condition so it doesn't run on worlds where it isn't enabled?
@hybrid solar
Toggling the "Add Raise Calculator Button" setting throws an error
An oversight in your PR as well. ๐
And could you add a game.modules.get('betterrolls-swade2')?.active to the if (game.settings.get('swim', 'br2Support') === true) { condition so it doesn't run on worlds where it isn't enabled?
Why would you even activate this if you're not using the module? XD
Anyway, fixed that and the Mighty Summoner issue. I'll make a hotfix release.
Also, any chance you can add support for the Brazilian Portuguese core rules? It is swade-core-rules-ptbr. For most of the logic it should be simple, just compendium links that need to be changed
That's not possible without the help from the community because I don't have the module and even if I had I couldn't read it. And I don't assume they have the same IDs as in the english core rules.
But if there is demand, I can certainly create the basis for that. Not too sure what the best implementation would be here yet. My first thought was a json file with all the links by language.
Also feel free to make a PR if you think you can implement a way quicker and/or better than me. I'd schedule this for the next major release.
Hotfix released. Thanks a lot for the assistance. =)
Are you for hire as a full-time tester? :D
Why would you even activate this if you're not using the module? XD
It's on my testing world. When running BR2 and SWIM for the first time users get bombarded with dialogs, I just accepted the one that sets the setting on and never noticed
I'll make a PR for it. I think there's just one or two links to compendium stuff for SWIM. SUCC is the one that would require a whole new list
Any chance you're hiring? ๐
first time users get bombarded with dialogs, I just accepted the one that sets the setting on and never noticed
That's true and I apologise for it. ๐
I'll make a PR for it. I think there's just one or two links to compendium stuff for SWIM. SUCC is the one that would require a whole new list
Yet. I plan on expanding it but it's somewhat annoing to work around localisation with compendium links. ^^
Yes, and I even pay (in kind words, but still!). :D
Hey Sal, I was playing with the Shapechange Macro last night. The change seems to be super slow.
I think it threw errors, but I was exhausted last night and haven't been able to get online yet today to capture them. I will once I am able to if you are unable to reproduce them.
Make sure to update beforehand because I released a hotfix earlier today thanks to the feedback from Clemente: #1089299152694939741 message
If you find any errors beyond that let me know. =)
Also: I've tested it in a test world only and there it was okay-ish. Mirror Self required some hacky stuff because I couldn't tell warpgate to just change the actor type (doing so would break everything). I could've done it a little less hacky but that would've created other issues, so I went with the lazy way as I usually tend to do. ๐
This will inevitably be a little bit slower but it shouldn't be too slow unless your world is really chock-full with active modules, items, actors, etc. (and even then I don't know if it would affect the scripts execution that much).
How slow exactly is the scripts execution?
I will update and time it once I am able to (should be within an hour or so). It was taking better than 30s for the transform before.
Oh wow, that's terrible. I hope fixing the bug also fixed that. Otherwise I have no idea how to make it faster yet. :-S
In the meantime I'm working on extending the travel calculator with an automatic encounter generator. It has a few issues but is already looking promising.
It can lead to some really nasty results though, take a look at that (Ignore the formatting issue, I will get to that). If you encounter this on your travels, you really are in for a bad time... ๐คฃ
I mean, the same can happen with the tables...
No change: No real errors.
Ah, shape changer, yes, sorry, misread that.
Okay, pleas go to the SWIM settings -> Macro Options and there change the Shape Change Blendings setting. 0 should be near instant, It's supposed to take a bit of time (although not that long, gotta check if I messed up a bit) but adjusting that number should help. Please try and give me a feedback whether or not that helped. =)
That fixed it. Changed it from 50 to 10 and it brought it to less than 5 seconds.
I need to check that again. It broke when I made the module v10 ready and so I had to fix it. Trouble is that I haven't written the code, it was a PR. Maybe I don't understand it quite as good as I thought or maybe something changed again in v11 that I didn't notice. I'll have to double ckeck that. Thanks for reporting it. =)
Mine is at 50 and it runs almost instantly already. I'm not sure if the number is the issue here
Then I assume it's very likely the hardware of the server and/or client.
Please tell me: What is it you really miss in SWIM? What feature would you love to have? I have a lot of motivation right now but no idea what to tackle next. Well except the Power Point management but I don't have any motivation for that. ๐คฃ
Tell me and I'll try to make it happen if it is feasible and strikes my fancy. =)
One pain point as GM... applying one or more statuses to one or more tokens, e.g. group hit by Havoc all need to have Distracted applied.
I was having to click on each token, click Distracted, close the sheet and onto the next one.
Token Action HUD just added Statuses (subset of), so the process is a little quicker
I created a macro that uses SUCC to apply Distracted to all selected tokens, which is about the easiest way I can think of ... any suggestions welcomed ๐
My thought was for a form with tick boxes for the various statuses ... select the tokens, run the form, select the statuses and click apply
Check out the Multi Token Status module.
Multi Token Status is probably better than anything I could do I'm afraid. Not sure it works well with SUCC though.
Thank you for the suggestion though. And I agree: Havok is a terrible spell and should be banned from all casters spell lists. XD
New release: #swade message
Could you add a setting to not render the sheet header button?
Why that? It is kinda important for a bunch of features.
Personally, I don't use any. No pronouns, radiation, SFXs, weapon configs, etc. I use the module mostly for the macros.
At least a setting to not show the "SWIM" text, then.
That'd be no problem I guess. I meant to do this at some point but then I started using Cleaner title bar which I highly recommend: https://foundryvtt.com/packages/cleaner-sheet-title-bar
But if you want to keep all other lables, make a ticket on the repo please.
Updated 2.0.1 and it worked a treat ๐๐ป
I hope it did update to 2.1.0? Otherwise I might've messed something up.
Here's a little sneak peak on what I am doing atm. It is proving to be a bit more complex than I had originally thought but I'm making steady progress. Currently it does exactly nothing but we're getting there.
We're getting somewhere. But it's extremely complex. A lot of stuff to be taken into account. Also the Edges. I usually try to take all of them into account but I'm not sure this is even possible here. There are so many that interfere with tests and support. It's easy to say that there are much more edges related to combat than social ones but if you really look at them you'll start to see how well these few interact with each other.
Let's head over here then @mossy vine. =)
I know, so many threads. :D
Have you read the documentation on it yet? https://github.com/SalieriC/SWADE-Immersive-Macros/wiki/Ammo-Management
If not please do so now. It'll likely answer most of your questions. The rest I'm very happy to answer. =)
Thank you I will ๐
@heavy nymph Does SWIM still overwrite the system's default chase setup? And if so, can I somehow disable SWIM's chase function?
Yes and no. If you prefer the system chase setup you can access it from the context menu of any action deck.
May I ask why you prefer the system way of setting up chases @devout vortex? Maybe It helps me improve my chase layouts. =)
It would be nice to set up a default chase deck, aswell as a discard pile, so I don't have to click on 'Cards' and choose them every time I open the layout manager (who uses tables for chases btw? :-D)
And maybe you can find a way to calculate the best position for the chase cards one the scene. Like center-h center-v?
But otherwise I think the macro is really cool.
I think I am almost there, I followed the set up to integrate with BR however I am getting a warning that there is no ammunition, and I have tried various types of ammo. The gun says this though in its properties and I can't find ammo called Colt 1911 Magazine?
(You will have to bear with me ๐ฆ )
Also is this box supposed to be filled with the ammo type?
I see. Thank you for the feedback, I will consider it. =)
(The use of tables is from before there were card decks but SWIM also offers the ability to use a deck of cards.)
You're getting the error because the weapon is empty. See on the left where it reads 'Shots 0/7'. That means you need to reload the weapon first. Either manualla set the current shots and populate the Loaded Ammo field in your second screenshot or let the players reload the weapon when it is in their inventory.
The ammo item needs to be created by yourself. It needs to have the exact same name as entered in the weapon. Note that if you want to exclusively rely on magazines, you want to mark the ammo item as charge pack in the SWIM config. Also ammo items must be of type gear.
You can also set up multiple ammo items per weapon by seperating them using the pipe symbol like so: Bullets, Large|Bullets, Large (AP)
Note that you can only ever have one type loaded.
Perfect, that works. ๐
The reload on the BR chat card? Does that only work when the gun has run out of bullets? Is there a SWIM reload macro? ๐ Sorry starting to get a bit excited about this.
It is exciting. Expecially if you have a lot of suitable sound effects. :D
The button on the BRSW card is for decorational purposes only if you're using SWIM. There is currently no way for me to tap in there to link it to my function. You'll find two macros in the SWIM compendium. A brown one and a grey one. The brown one is for BRSW, needs to be in the world but must not be touched. The grey one can be ranamed and is the one you want to give your players access to. It handles reloading and changing ammo types.
All working now? =)
It definitely worked but I am playing in a DND game tonight to help a friend out who is new to Foundry, I can't wait to the end of the game so I can practice a bit more.
The bullets worked but I want to figure out the magazine and get the macro set up for reloading with SWIM. ๐
Really appreciate the help by the way.
I'm here for you if you need any more help. =)
Have fun helping your friend out and don't hesitate to ask if you have any more questions. ๐
Using the Health Centre macro and I'm getting an "undefined" in the dialog ?
Anyone else seeing this?
... and checked and I'm up-to-date with Foundry, SWADE, SUCC, BR2 and SWIM
That looks like a missing HTML tag to format the dialogue. I'll have to double check what's happening there. Could you please make a ticket on the repo so I remember? =)
(Also please make a screenshot from the whole dialogue and put it in the repo please.)
@heavy nymph Logged as #135 ๐๐ป
@heavy nymph Not sure if this is SWIM or SUCC?
Is there anyway to change the chat message format?
We're finding people are missing the leading "+" & "-", and getting confused as to status changes.
OK, once the person looks again, they realise the point, but the only difference being the +/- gets missed
Could the dialog be shaded, e.g. light red getting the status, light green for removal?
That's SUCC, you can create a ticket on the repo there. No promises though as I'm no HTML wizard. ๐
You don't have to be a HTML wizard, but you have to be a CSS wizard as well ๐
@heavy nymph Logged as #55
Wish I could help, HTML & CSS are black magic ๐ฅด ... although networks are even blacker magic ๐
Well it's like
<html>
<head>
</head>
<some magic stuff>
</some magic stuff>
</html>
It's easy, isn't it?
HTML and HBS aren't that bad. CSS is the black magic. ^^
Is there a way to add audio effects to a melee attack?
When I try to fire the torpedo like this it doesnt consume itself
I did do this at some point, I think you can still access it by setting the Ammo to MELEE and it'll then use the shot sfx but honestly, I didn't cover melee weapons all that much because I think that one is better handled by Automated Animations.
Because language and skill. Consumable weapons are difficult to do as some might be usable in melee like daggers or spears. That's why SWIM looks for the used skill in BRSW and tries to guess if it is thrown or not. That's because BRSW doesn't give me the range of the attack so skill is the only option. You need to make sure the skill is either of these skills:
- Athletics
- Throwing
- Survival
- Stealth
- Demolitions
AND the skill has to be included in your languages loca file.
If there are special skills you think should be included please create a ticket on the repo.
However, since this is a torpedo I guess your skill might be shooting? If so I'd advice to create a weapon which fires the torpedo and use the torpedo as ammo rather than the weapon.
D:
so shooting doesn't consume the weapon?
oh well
If you create a Torpedo Tube weapon, and create the Torpedo as Gear (with Is Ammunition checked), you will get the effect you are looking for.
Because, honestly, a Torpedo is just a VERY oversized table weight without a tube to launch it from.
(And yes, table weight instead of paper weight. Weighing down paper with it would be just overkill.)
Well all the things except the torpedo I made ammo that has 10% of the price
so is it fair to fire a torpedo for 10k? or is that cheap?
50k*
10K was the going rate for a Mk 10 torpedo in 1931.
The Mk 48 that is in current usage is something like 5.4 million USD each.
I meant 50k in savage worlds money I have no fucking idea how much it costs in american money
It depends on how rare you want it to be.
but is it fair for the 'torpedo tube' weapon(in your words, bc I don't know what it is called) to cost 500k but the torpedo itself costing 50k? is it realistic?
For instance, 10k is very easy to reach for active adventurers, making it fairly common, especially in a naval based campaign. You want them to have a hard time with getting them, or require an adventure, make it 5.4 million.
A major weapon system should be considerably more than 10x the cost of its ammunition. I would tack at least 1 more 0 onto the end of that price. The complexity of the weapon system alone begs for that. Under SWADE, the vast majority of Weapon Cost to Ammo cost puts a single shot of the ammunition at 1% or less of the cost of the weapon.
ok but is it far for the weapon to cost 500k but the ammo 50k?
It's your game, so if you think it is fair, then it is fair. The way the pricing works, typically, is that for the low price of 50k per torpedo, you should expect to pay 5M or more for the launcher tube, not to mention the price of the vehicle that it has to be attached to.
Ok so you agree that the torpedo ammo costs more.
That's not what I said at all. If you are doing 500k for the tube, and 50k per shot, you are then paying exhorbitant amounts of money per shot. It would only take 10 shots to equal the cost of the weapon system, meaning you are spending way more on the ammo than you should be.
To use an example from Deadlands: Lost Colony (because that is the game I am currently prepping): The Colonial Ranger Dragoon costs $400. It shoots 10mm ammunition which goes for $1.20 per bullet. This means you get 333 shots before you reach the cost of the weapon. A much better value per shot.
With the way you have it, which is fine if you want it that way, the players will always be in the poor house just keeping their torpedo tubes loaded.
Yes, unfortunately there is no way around except some trickery which would bloat the data and requires everyone to work on their items again. I don't like introducing that so we're unfortunately stuck with what it is until I get more data from BRSW. But as James said: A torpedo is just ammo, not a weapon on its own anyway, even though some rulebooks suggest otherwise.
As for the prices: I believe we had this discussion a few weeks ago? I don't want to get into that again. ^^
sadge
@heavy nymph What's the "official way" of early termination of a summoned creature power?
The player deleted the active effect, but the creature token was still there?
There is no official way, just ways. I've made it so that the creature can be unsummoned by using the Mighty Summoner macro with the summoned creature selected or deleting the Active Effect on either the creature or the summoner. Or at least I thought. It was a bit wonky since FVTT v11 but I thought I had hammered it out. Can you confirm the player didn't just disable the AE and deleted the correct one? Also: Did everything happen on the same scene? There currently is no way to take a summoned creature with you to another scene.
Getting this error when trying to use the Travel Calculator macro
It'll be fixed in the next release. Please always ping me with errors and questions, I'm not gonna see it quickly otherwise.,
Ok! Sorry I just didn't want to be a pest
No need to be sorry. It's all good. I know some people don't like it, but I highly appreciate it. Even have it in my nickname on all servers. Discord is imo so bad at notifications, especially if you're on many servers. The red blobs are the only thing telling me there's something I should read. ๐
Fair enough!
deleted because wrong place to ask ๐
SWIM 2.2.0 released
This version brings some much needed bug fixes as well as a new macro called "Tester" which can handle tests and support. See documentation here for details and limitation.
Please note that the tester is currently in a rather early state and must be considered a beta. It works okay from my testing but there are some limiations I was unable to resolve yet and it might have bugs I missed.
So I am new to Swim so I may be doing something incorrect but when I add deflection with the raise the attack is only reduced by -2 instead of -4 is that an old version of deflection that is being used?
Deflection with a raise applies a -2 to both melee AND ranged attacks. It doesn't become a -4
is the rifts module incorrect then? I looked up the power in the book and this is how it reads
No it is just different than core. SWIM supports core, not Rifts.
I mean everything is litter over the top with Rifts.
Ah ha ... We have a difference ๐๐ป
I was looking in the latest core SWADE v5
Note that Rifts power is also more expensive (3 PP against 2 PP in core).
Beat me to it ๐
oh i see, i must have an old copy of the core book because its listed the same in my core book
Swim is putting the effect on, but br2 is implementing it. We can modify it so it is giving the action you want if you want it to do that.
does swim make this option(in english) available?
The transform into this actor option
Yes, but you must import the Shapechange folders and populate them, and then make sure you have the Shapechange Macro from SWIM as well.
Is there a tutorial on how to do that?
great
I seem to be having an issue using the Shot SFX feature of SWIM. I added an audio test file to all the fx options but they never trigger.
Is there a special way to get these to work? Ive tried looking at the project wiki but it only talks about actor sfx and not item sfx.
An ability gives this effect but it doesn't work. When I add the effect directly to the actor, it works. This is to recover from shaken.
If I add a sfx to an item, will it pre-load?
Does this work with shooting yet?
The effect builder doesn't take into account the power edge concentration. When the effect goes into the target actor, it still has the normal number of rounds it would normally have without the edge. I have to manually change the number.
Quick reminder to everyone: @-mention (ping) me if you need support from me personally. =)
Are you using BRSW integration?
No. It's loaded once the file is accessed in code.
Yes, but not with the default ammo stuff in core SWADE. SWIM uses its own way of handling everything.
It does. It's currently broken in SUCC though, gotta wait for an update there. Also it can break with powers having names SWIM doesn't know (especially with names in other languages) and if the duration on the power is anything other than a number. Duration is pretty difficult to handle unfortunately, I did try my best though but it will still break at times. Powers with different durations like Boost/Lower Trait are especially difficult to handle. It's best to split these into different power items and have each with their own duration.
No im not.
In that case you will only hear the SFX from weapons when using the ammo management macro from SWIM to manually use a shot or reload. SWIM doesn't work with the ammo mgm in core (yet). Last time I checked there were no hooks for me to use so integration was impossible back then. I have to check again if they added them now but if not, there is nothing I can do, sorry. Best ux you'll get with BRSW integration but you don't have to of course. You'll just have to use the macro each time you fire a shot then.
Also I'd suggest not to use any special characters other than - and _ in your file paths, including spaces (which become %20). That can cause a lot of trouble. spaces are okay-ish but once you start things like parenthesis you're entering a world of pain. Been there, done that.
ok, thx
What you mean?
do I have to click on anything specific?
The system has it's own way of handling ammo. Currently SWADE does not support this. (see #1089299152694939741 message)
Thus you have to disable the systems ammo management and go all in with SWIM in order to access the features provided by SWIM. As I said: I'm sorry about that but last time I checked they did not include hooks which are essential to provide support for it (hooks are basically a way of telling other modules that something just happened and without them I have no way of knowing that it happened, hence I cannot react to it). Please read the documentation fully and carefully. If you still have questions feel free to ask me, I'm always happy to help but the documentation should answer most of your questions. =)
[2.3.0] - 2023-11-11
โฎ๏ธ Peace in the world, or the world in pieces. ๐๏ธ
Added
- Several new sfx to be used in the Travel Calculator (see below).
Changed
- [BREAKING] Changed BRSW ammo management integration to using the new br_card instead of message. As a result you'll have to delete the old "SWIM: Ammo usage" macro and import the new one from the SWIM macro compendium in the "BR2 Macros" folder. Or replace your existing macros (entire!) code with
swim.br2_ammo_management(br_card, actor, item). - Big Travel calculator refactor to simplify the code a bit and allow for more options and customisation.
-
- Added a setting to input a JSON structure that can define custom created means of travel.
-
- Added SFX support to Travel Calculator.
-
- Added Stealth Mode to Travel Calculator that allows the GM to plan a journey ahead of time without notifying the players or just to silently check the required time (won't play SFX and won't show image).
-
- New Constant containing all the default means of travel.
-
- Documentation on the new changes and an example JSON for adding your own means of travel.
Fixed
- Repeating migration warnings.
- Low Light vision providing vision even in pitch darkness using the token vision macro.
- Fixed a bug in the Tester macro where a support roll of less than 4 still showed a +1 support in the chat card.
When you say go all in on swim, you mean I have to delete this here?
That is the default ammo in the item
Not neccessarily. If you want to use this as the ammunition to the weapon you can leave it in. You could replace it or add mire using the pipe (|) symbol right behind it with no spaces in between to add another ammo type as well. But no, you don't have to change it.
Important is just that you completely disable the systems ammo management in the system settings.
Like this?
I have absolutely no idea. I can only support what's there in english I'm afraid. The SWIM Config looks good though. ^^
Looks about right, yeah.
ok so if I marked the consumable weapon in the SWIM config, would that make the weapon be consumed when I used it?
Yes. It basically just means that the quantity is reduced upon use instead of ammunition.
and that works for any skill, correct?
No, only those mentioned in the documentation. That is to support weapons like spears which can be used in melee as well.
Also note that not all langauges are supported. I have yet to make the transition to the savage id
My language is portuguese but I added all the english names in front of all the things. Will the consumable feature inside SWIM config work if this skill is being used by the weapon to be consumed?
uff, gotta check myself. Will do that after dinner though. I'll get back to you.
Well I have a game tomorrow that I will dm. I wanted to fix all the things but minor obstacles appear every time. Hmm
Oh btw: Do you use Better Rolls?
I believe so.
yep
I use it
y?
I was learning more about global actions, actually.
Okay. Then I will check after dinner. And we should be able to fix that in a timely fashion, don't worry.
Nice
You don't need to pass the actor and the item if you use the brcard. They are already there in brcard.actor and brcard.item. They are only there for backwards compatibility.
Thanks, appreciate it. There's no chance I make the same breaking change twice in a row without need though, so we gotta live with it.
Okay, so I do use a fuzzy search so if you have the english name in there you should be fine. Currently supported for consumable weapons are athletics, throwing, survival, stealth and demolitions. So if you use aany of these for the action it should treat the weapon as consumable. Note that it won't delete the item if it goes to zero quantity though. That's because the BRSW chat card won't be able to roll the damage if the item is gone so it got to stay with zero quantity until manually removed.
Also remember to import the BRSW macro otherwise nothing will happen.
no shooting?
No. Why would a weapon be consumed by using shooting? Which weapon would that be? Serious question, I can not think of one.
vehicular weapon missile
You're not shooting a missile, do you? It's the missile launcher you shoot, the missile is just the ammo.
Careful with screenshots from rule pages, It's not appreciated generally because it could be treated as copyright infringment.
Anyway, I don't see a problem here. You always need a launcher for a missile no matter the kind. I can't possible cover everything the authors get wrong. ๐คฃ
You can make it very easy for yourself though: Make a missile launcher weapon that can fire any missile (ammo separated by |) and set the missiles up as ammo. Then you cann add all those values up as ammo active effects and call it a day. Easy peasy.
its missiles from cars, tanks and helicopters I believe.
Yes but you still need a launcher. And if it's just a button in the jet. ^^
You wouldn't be able to do that from the vehicle anyway, you need to put it in the characters inventory because BRSW has no way of knowing which actors shooting to use if the weapon is on a vehicle.
I also don't know how much a missile launcher should weight and how expensive it is. And no one could answer me what the proper weight and cost should be.
Zero. Because it's on the vehicle anyway and just on the character because of mechanical restrictions.
Ok so you are saying I should add an weapon that costs nothing and weights nothing on the vehicle and treat the missile as ammo
on the character, not the vehicle. Otherwise yes.
swim doesn't work on vehicles?
Nothing does right now. Well save for the system maybe, haven't tried system rolls in a while. It's not that SWIM dowsn't work on vehicles, but BRSW does not. Because there is no way of knowing the skill. The vehicle has no skill so whose skill to use then? The drivers? Maybe but that doesn't have to be the gunner and BRSW doesn't take that into account.
well its good thing I didn't try to make anything related to vehicles
actually I did make some stuff
The effect builder won't work until succ stops sucking?
Why are we arguing about vehicular weapons then? ๐คฃ
Because I wanted to make them
and use them in my game
careful mate, you're talking about the module I invented here. XD
The effect builder does work. just not the duration for boost, protection and smite. We're on it though.
You just said you didn't... Well nevermind.
I made some but I didn't make them available in my game yet. I tried to use chat gpt to speculate the cost and weight of the vehicular weapons but all I was getting was messages related to "This goes against our terms of services bla bla bla" and clearly wrong answers because the cost of the ammo was either too expensive or too cheap.
Wait, I think I remember this conversation. No offence but it still annoys me when I think back of it. XD
๐คท
Cost and weight of ammo is important to me I guess.
@heavy nymph I really wanted to use vehicular weapons in the game but all this stuff makes it too hard. I am not allowed to have ammo, vehicles must have abstract/unlimited ammo because of the way the system works and no one can help me on this.
I really don't see the problem here. Just have a representation of the vehicles weaponry on the character and you're good. There's no problem with that.
You mean to drop the weapon on the character sheet when the player enters the vehicle?
Whenever. Doesn't matter.
????
It doesn't matter when you give it to them.
ok but then the ammo also has to be in the player's inventory correct?
yes
What about the ammo and weight of vehicular weapons? do you have any suggestions?
I mean in speculating what the cost and weight is
I tried to but its too hard for me
Don't know, don't care honestly. If it's on the vehicle I expect it to be able to handle the weight. And about the cost: Same answer, I expect the characters employers to afford it. Regular people will be extremely unlikely to be able to afford even a single missile anyway. But if it matters, it's right there in the table of your screenshot.
no that is the cost of the weapon's, not the ammo's
I would send of the vehicular weapons list but you said that I shouldn't send screen shots in the text channel. I can send in your dms.
The screen shot I sent was of the missiles. The missiles are all vehicular weapons but what I meant was the list called vehicular weapons.
#1089299152694939741 message
This clearly shows the cost of one of the missiles.
And I repeat: It really, really, really doesn't matter at all. Or are your players russian oligarchs? Because no one except people with illegal amounts of moneys and goverments are able to afford such weaponry. Look up estimates of the cost of Israels iron dome for example, you'll get a picture of the insane costs behind that weaponry. That's why it won't matter in the game. Plain and simple.
That image was of the missiles. I think its fair to assume missiles are spent when you use them. The vehicular weapons list on page 80 have prices that I assume are not for the ammo's. I don't think its such a unreasonable thing to want the cost and weight of the ammo of vehicular weapons. But based on your answer, are you saying that the vehicular weapons on page 80 are actually the ammo costs? If that is the case it becomes easier for me because now I have half the information.
Or look at the Weird Wars II book. The weapons there are simply part of the vehicles. And neither the vehicles nor the weapons have prices. You got them from your superiors or you steal them from the enemy. Either way, the weight and cost doesn't matter.
I don't believe its unreasonable to have cost and weight for vehicular weapons.
Didn't mean to imply anything. Except maybe that I don't care but I think I wrote that out. ^^
Also this is off-topic for this thread. Let's stick to SWIM please.
Yeah well, I do. Let's agree on not agreeing then.
Its related because of tha consumable weapon feature and how missiles get consumed.
No it is not related because SWIM doesn't care about the numbers you enter in weight and cost fields.
okay
Swade is not the best ruleset for realistic costs. I'd look into maybe Twilight 2000 or GURPS for pricelist if that would be necessary for campaign
is there a conversion of gurps money to swade money?
Not that I know of.
@heavy nymph Fun new thing. When using the Shapechanger macro with the SWADE Item Tables Mod, it is throwing this error:
Sorry mate but I can't test and make compatibility patches with modules that are behind a paywall. :-(
I let Kristian know about it as well.
Looks like it isn't due to SIT. Seems something to do with the item grants. The addition of SWID may be what's causing the issues.
Same thing happens with no mods running.
In that case I need to take a look at it. I have no idea how the introduction of the SWID would conflict with that but you never know. Please create a ticket on the repo with all the information you have like versions of SWADE and Foundry, etc.
Done
I cannot reproduce your errors, the Shapechanger seems to be working just fine for me. Could you try with another actor and another shape change preset please?
Maybe there are some problems on your actor(s), that would also be in line with the error you are seeing. I had other issues in the past where I got similar errors on actors that had items with a somewhat faulty data structure. Previously this was just ignored but since FVTT v11, correct data structure is strictly enforced causing some actors to break if they have issues. To make matters worse problems usually don't occur right away but only when you do certain actions and since shape changer tries to copy items on your actor, this might trigger that if it tries to copy an item with a faulty data structure.
I encountered such issues a few weeks ago and I couldn't properly fix it because the faulty items were not shown on the actor and the only way to fix this was reverting to v10, rolling my backup in, fixing it there and then updating Foundry again. Fingers crossed it's not that for you though.
Testing now.
It was a broken actor. Not sure how TF that happened.
It's really tough to troubleshoot that in v11. Try exporting the actor as json and take a look, maybe you find something off. But it's really terrible. I cross my fingers it's just this one actor for you.
thank you ๐
Quick question, is there a way to make SWIM compatible with Swade Tools? It seems both of them try to resolve conditions like stunned automatically and that bugs things
The way @pure flicker suggested might work but I can't say for sure that it does. SWADE Tools was not and will never be on my mind when developing SWIM. They might get along this way or they don't it's hard to say. You'll likely get the best experience with SWIM if you use BRSW instead of SWADE Tools but if that's not an option I guess you'll just have to try and hope for the best. Do let us know how it works out for you though. =)
(I'm using both and have no issues, though swade Tools automation lacks all fancy visual sfx for statuses(=only status icons))
But thats acceptable as I really really like what both the modules do.
Swim doesn't scale the actor's token based on its size, right?
No, it does not.
Is there an effect that icnreases a vehicle's top speed?
I tried a Pace modifier, but no dice
Is anyone else having issues with some of the module macros?
The travel calculator has stopped working for me
Yeah, it's broken because I've messed up. Next release will fix it.
Also please either @-mention me or (preferably) create an issue on the github repo if you encounter a bug.
You mean in the travel calculator?
No, I used the ones from core only. But you can just set up your own vehicle as a json in the settings. It's a bit cody but not too bad. Here is an example: https://github.com/SalieriC/SWADE-Immersive-Macros/wiki/Macros#travel-calculator
Just don't touch any commas, quotation marks and parenthesis and you should be fine. There are also json validator websites that can help you make sure the json is valid.
If you mean effects like Active Effects and vehicle as in vehicular actors, then yes but that's a question for #swade.
Anyway, update for SWIM will arrive today.
SUCC 2.3.0 and SWIM 2.4.0
SUCC
Just a few additions to SUCC for conviction and a small API addition that allows passing AE duration in the API.
Full changelog here.
SWIM
A truckload of highly needed bugfixes especially regarding the ammo management and the travel calculator (both should work flawlessly now. Also added a couple new features, i.e. the tester should now remember the highest roll.
Make sure to update SUCC in order to use this version of SWIM.
Full changelog here.
I am contemplating about the mirror self variant of summon ally and I'd like to get some opinions of you all, regardless of whether or nut you're using the mighty summoner. The thing that bothers me is the image. Currently mirror self just mirrors the token image and that's it. But I think this isn't ideal. For example: I have a shaman in my current Deadlands group and I can't really see the shaman creating a mirror of himself. What are your trappings or trapping ideas for the mirror self?
Also mirroring the image means it's hard to detect for portraits looking straight instead of to one side. I have two ideas for doing this:
A) I could add an image selector to the macro when mirror self is selected.
B) I could instead add an image selector to the swim config menu on each token.
Do you have other ideas? What would you prefer?
FYI: I will be working on integrating this new defeated condition into SWIM in due time. For the near future I suggest to not update the system if you rely on the Soak and apply damage functionality in SWIM.
The biggest challenge will be to decide how to add this exactly because this condition completely lacks any backing by the rules and is a weird (and imo needless) addition that is somewhat hard to really grasp.
Hi, i just made some test with the new System 3.3.6 and On Hold status and it appears that SWIM is breaking the Turn Order. I will go to git a create a bug there (i have posted a video in the main thread to show how it is breaking it after the first round => go up in the turn order, and when you want to act the turn is set on the previous character).
[2.5.0] - 2024-03-24
โฎ๏ธ Peace in the world, or the world in pieces. ๐๏ธ
Added
- New SWIM config for actors allowing the user to set up a custom mirror self token image. If using the Mighty Summoner, this image will be used for the mirrored self. If empty it will use the summoners token instead. This setting does accept wild card images.
- Added shaken link to official module link list.
Changed
- Merged both Unshake functions into a single one. This should make it a lot easier to maintain it in the future and (hopefully) not affect the user in any way.
- Mark dead will now apply defeated to NPCs and incapacitated to PCs.
- Moved away from the deprecated SUCC API in favour of the new one (thanks @ddbrown30).
- [BREAKING] Changed the naming of the deflection active effect created by the Effect Builder from "Deflection (range)" to "Deflection (ranged)". This will mean currently active effects will not be recognised by BRSW rolls anymore and need to be adjusted.
Removed
- Removed the hold functionality in SWIM (or rather disabled it for the moment) as it is broken in SWADE 3.3.6+ and would need a major rework.
Fixed
- Tester macro failing to create a support effect if a combat is active.
- Added a failsafe to the Effect Builder in the unlikely case of a target not having any skills.
Known issues
- The actor created as the mirror will only have the proper image if it is not a wild card image path. If it is, the summoners image will be used.
- Deflection malus is added twice in some cases when using it along with BRSW. This is currently being worked on. Disable the action in BRSW as a fix for now.
Fixed in this release. Although mainly by just getting rid of the feature altogether. :-S
This really caught me off guard. I got notice from them about potential breaking changes in SWADE 3.3.0 but everything seemed to work just fine. Then 3.3.7 just broke it. ๐คฃ
Ah well, that's how it is sometimes. I'll try to bring the functionality back but at least it's not an issue anymore.
Please feel free to @mention me with issues and questions, I rarely take a look in here these days. Also it would be massively helpful to change the language to English before making a video or screenshots. ๐
In any case, thank you for the heads up on the bug. =)
Swim v. 2.6.0
โฎ๏ธ Peace in the world, or the world in pieces. ๐๏ธ
Added
- Added a hook (
'swimShapeChanged') that is called after the shape changer completed the shape changing process. It passes the new token in order to work with that further in code. - Dramatic Task Planner Macro. Please read the Wiki on it, it has a couple features that are explained there.
- Added
swim.revert_shape_change(token)to revert the passedtokenback to its original form. - Added automatic power backlash execution for the BRSW support.
-
- Currently only automates regular backlash.
-
- Dynamic Backlash can be set in the SWIM settings but it will only roll on the table (make sure to import it into your world and set the name in the SWIM settings).
-
- This can also be turned off independently of th BRSW support.
-
- The regular backlash is fully automated and will also revert shape change forms, dismiss summoned creatures and terminate all powers if they are set with the Power Effect Builder.
-
- It will also apply Fatigue (or Inc.) as per the base rules.
Changed
- When removing maintained power, gathering effects is now in a
trystatement so that the function continues if an error occurs (i.e. when the token changed or doesn't exist anymore.)
Fixed
- Fixed chase deck table not resetting results when resetting a chase scene.
- Shape Changer now properly handles wild card images for shape change presets. The Shape Changer will get a random token image from all possible token images of the SC preset and use that. This does not prevent the user from setting up the prototype actor without wildcard images.
Known issues
- The Dramatic Task Planner currently doesn't put journal links in the dialogue and chat message, the reason for this is unknown, help would be highly appreciated.
๐ Please consider a donation if you like SWIM: https://ko-fi.com/salieric ๐
[2.6.1] - 2024-05-12
โฎ๏ธ Peace in the world, or the world in pieces. ๐๏ธ
Fixed
- #148: An error that occured if the Dramtic Task Planner was executed without the Challenge Tracker module enabled.
Quick heads up everyone:
For the next version of SWIM I am planning to restructure many of the macros and functions in a way that the latter accept a data object which comes with the various variables from the former.
In effect this means that the macros (which basically just call functions in SWIM) pass certain variables the functions then can use. This has the potential to break things but I'm confident I can at least avoid breaking the existing macros. (This means you could probably ignore that for the most part although I'd recommend importing the macros into your world again.)
Why this change?
I do this change to catch up with the system feature of executing a macro directly from items using item actions. After I implemented these changes, it will be possible to set up the SWIM macros on your items and get the proper variables. directly in their respective functions. Here is an example:
You could add a macro action for the Effect Builder to your Smite power and then directly execute it from the chat card. Then the Effect builder would open up with the Smite power already selected and ready for action. It would even know who the caster would be because that's passed by the chat card to the macro, so no need to select the caster.
Nothing of this is required but it is convenient and allows SWIM to more seamlessly be integrated in the systems features. Again, this holds the potential to break things for you, depending on how you currently use SWIM but I think in the long run, this is a very beneficial change.
There is one important caveat however: This change will only work with proper SWIDs set on the items. It just wouldn't be practical to do it by item name comparing. But again, I will try not to break anything so chances are you can keep using it the old way if you have no proper SWIDs set (for some reason).
Here is a very early working example for it.
It currently is not feasible to do this in BRSW due to a bug in BRSW which prevents the passing of the proper variables.
Also integrated the light power. It requires ATL from Kandashi though.
Important notice
Due to the abandonment of Warp Gate by honeybadger, major parts of SWIM will need a rewrite. Assuming Warp gate is non-functional in v12 Foundry, there will probably not be a v12 compatible release of SWIM in the foreseeable future. I am evaluating alternatives to warp gate but we're in a very busy time of the year for me and I am not sure I can rewrite this all in a timely manner. If there are any devs here interested in helping me out to bring SWIM to v12 faster, please DM me. =)
What does the Natural Healing time in the SWIM config menu do exactly?
It changes the text in the dialog of the Personal Health Centre. ๐คฃ
Initially I wanted to optionally hook it up to a calendar module but that brought nothing but problems.
Hi, very sorry but can someone possibly point me as to what Modules are incompatible with SWIM?
Cannot think of any, though there are some with overlaping features.
Well to sum up I wanna rely on using BR2 mainly but am curious if having "SWIM" active so I can adjust vision on the fly is not an incompatible option?
cuz otherwise I can like, post a screenshot of what modules i have active if any of y'all prefer to know upfront
SWIM plays pretty nice with BR2. There are some settings where you can choose how modules handle stuff together, might wanna check that out
I'm running SWADE Tools + SWIM&SUCC myself without isses but I hear compability with BR2 is better
BR2 does not touch toke vision so for that use case you should be safe
Cool beans then!
Really it's just something to keep in mind cuz I plan on doing a lot of 'dungeon delving' in this campaign
you also might wanna test https://foundryvtt.com/packages/torch if you want to give players ability to turn on their lights themselves
Duly noted!
Also with warpgate poofed does anyone know of a way to ensure i'm as updated as possible? I have SWIM updated to it's latest but IDK if my version of Warp Gate is
I think I got the last update. Updated 14th of may.
Oh would you be able to host it somewhere that I could download it from?
Just cuz I seem to only have 1.19.1 and I'm assuming it would be good to have the most updated Warp Gate with it off the modules list now
sorry almost forgot.Sent PM.
is anyone aware of how to get the old manifest link for warp gate? I just installed foundry on my new pc and it says it has to be done manually
Warp gate has been removed so you need to copy the module from old install manually (copy/paste whole folder to /data/modules and it appears to new Foundry instance)
Unfortunately it's on an old pc that shut down so I don't really have a way to access it.
"No one's ever really gone"
https://web.archive.org/web/20240427030823/https://github.com/trioderegion/warpgate
sadly it looks like the manifest link in the module json cant be read
do you know if there will be a solution for swim without warp gate ?
I'm also waiting for a response from the module owner. The worst thing is that I've never used this module. When I tried to use it, I couldn't! Sad :(!
i have read that he was waiting for some help as he doesn't have so much time
the effect and summoning is awesome
what is the name of this module?
I meant the functions of the swim module
It's a shame I never used it
@fleet blaze @thick fable @karmic vale @lavish gate @pure flicker @crimson ravine Sorry for the ping but I saw you recently posted here so I figured you might want to know:
SWIM is not drowned, it's just floating right now. I just lack the time to work on it a lot. I've set aside a few hours this weekend and I have help from @tawdry kestrel and @magic blade who are also sacrificing the little time they have this weekend to work on SWIM as well.
I can't promise we'll be able to push out something functioning too soon but my goal is to have at least a pre-release ready by Monday for everyone willing to take chances and test it out.
The abandonment of Warpgate was a huge blow to me as SWIM relied so heavily on it but @lavish condor did help me out in finding suitable alternatives. He's really nice and I fully understand why he had to abandon warpgate, so please give him some love for the work he did on it. We had a really good time with it and SWIM in it's current for would not have been possible without it. Thanks for everything @lavish condor. ๐ฉต
As I said: We do have alternatives though and we are working on implementing those now. Namely socketlib and Portal will be new requirements to use SWIM now. socketlib is just an easier way to use sockets which allow us to execute functions on a GMs account. That was previously done using warpgates event feature. There is pretty much nothing we loose in terms of functionality by switching to socketlib.
Portal allows us to create tokens on the canvas which was achieved by warpgates spwan feature before. Portal is developed by theripper93, a name you surely are familiar with. It is free and being it is from theripper, I have no doubt it'll carry us for a long time to come. Last time I checked though there was one thing missing in Portal which warpgate had and that could prove to be quite challanging. But we'll see how it goes.
Thanks to everyone who is still around. I hope we'll be swimming together again very soon. =)
(Please @mention mewhenever you have questions regarding SWIM. I never mind a ping and without it I might not see your message.)
The progress is tracked here.
Main focus right now is pure functionality in "lab conditions" meaning I do the testing in a very limited form. Basically I just run everything as a GM w/o any other logged in accounts and see if it works. Obviously this leaves a lot of variables out of the picture. Testing takes a lot of time and thus is reserved for much later. If you are no dev but want to contribute, this is a good opportunity to do so. Just let me know and we can arrange that. The more people test the functionality, the better the release version can get.
This is amazing new, and I know @magic blade personally, so I know you guys are doing the best you can with what you have. I rely on SWIM, even jsut the macros you set up are invaluable so this really warms my heart to hear!
i meant to mention this on the initial ping.
If there is anything I can provide from warpgate's codebase to assist in transitioning from or reimplementation of components of warpgate for SWIM's needs
@heavy nymph
I dont suppose theres a place to get jsut the macros is there?
@delicate wasp here ๐
Yeah, their latest repo resolved warpgate dependency a while back. Pulling the latest off their repo and putting the swim folder in the modules folder works great for me, at least for the active effect builder.
Thanks!
Sorry I jsut got back round to this
How does one get the repo?
@heavy nymph I would be happy to help out with testing if you still need help. I have some limited coding experience in Foundry, so I'm hoping I might be able to contribute something useful ๐
Yeah, sorry about that. I have super little time at the moment and on top of that I was super ill last week. I don't think I'll be able to have a release canditate ready anytime soon I'm afraid.
Anyone willing to lend a hand send me a DM please. It's not a lot that needs fixing left but it's too much for me to do right now I'm afraid. :-S
@rigid sorrel here.