#Backstory Cards

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leaden igloo
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Hmmm, try updating real quick. I recall that being an issue briefly, but it should be working.

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It should link to the compendium copy

rugged kettle
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I have just installed the module. Let me just try another browser

leaden igloo
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Ok

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I'll test in a few when I get back to my desk.

rugged kettle
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    at SwadeCards.fromDropData (foundry.js:14748:15)
    at async TextEditor.getContentLink (foundry.js:66503:22)```
leaden igloo
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Oh weird. I wonder if that's a result of SWADE v3.3

rugged kettle
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Maybe. I updated everything on my test server. So swade is also up to date.

leaden igloo
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OK, sitting down in front of it now.

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So, this might be a legit SWADE issue.

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When I add a link to a text editor on a character, the link is broken regardless of the syntax being correct

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Linking in a JE seems to work for me.

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I'm checking next in my personal server where it's installed rather than using the local copy of the repo

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I can't duplicate it. Try in a fresh clean world using the latest SWADE and no other modules?

rugged kettle
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Clean world. No modules. Using chrome. swade 3.3.1 and core 11.315

leaden igloo
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Same problem?

rugged kettle
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yup.

leaden igloo
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So weird

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Let me try something

rugged kettle
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Maybe I'm doing it wrong ๐Ÿ˜„
I draw a settings card, open the map note and click on map note. Then I drag the number in the chat card to the journal page (in edit mode)

leaden igloo
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Oh, a setting card? Maybe there's something specific about those cards

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setting element you mean?

rugged kettle
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setting element card

leaden igloo
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Yup, got the bug

rugged kettle
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Yeah normal Prompt Cards work flawlessly

leaden igloo
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Works for prompt cards, not setting element cards.

leaden igloo
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Figured it out

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The link is missing the data-type attribute

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This'll be a fast fix

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OK, update the assets library

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It won't fix existing chat cards, but new ones will work. However, if you click on the number, it'll open the original card, and you can drag the link from there.

rugged kettle
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I'll try it out later. Thank you very much ๐Ÿ™‚

leaden igloo
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Thank you for letting me know!

rugged kettle
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Yes, the error has been fixed. Excellent!

leaden igloo
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Awesome!

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Funny thing, the template had the attribute, but it was behind a conditional that it shouldn't have been behind

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So I just had to move it out

mortal canopy
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Oh yeah, Backstory Cards are fantastic! Used them to prime my Savage Dragonstar game with a Dark Matter-inspired (theTV/comic series, not Alternity) plot. They players are very confused by some of the elements but I think everything is going to really start coalescing next session. ๐Ÿ˜ˆ

rugged kettle
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I'm running City Guards Chronicles as a mini campaign. We had a lot of fun with the first case and we're going to build the world around us while playing. But before we proceed we need to do some groundwork. I'm just not sure whether I should specify some things in the "Settings Element" section.

mortal canopy
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Those can be a fun way to make an existing setting your own. I created a few personalities based on tidbits in fake headlines from the books that are now named NPCs. It just depends on what you want for your story.

leaden igloo
rugged kettle
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Question for you guys already using backstory cards with swade: Do you give any mechanical (dis-) advantages for backstories/relationships between player characters? Let's say someone has saved the other person from doing something very stupid and now he owes him something, he therefore receives +1 for some rolls if they affect the other player.

leaden igloo
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Not yet, but I have considered doing Backstory Cards before character creation to inform decisions like Hindrances, skills, and Edges.

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It could influence choices like Common Bond or Secret for example

mortal canopy
versed lagoon
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Hitting a bug w/ Backstory Cards: Core Deck 3.2.0 + Assets Library 3.2.1 ; importing a new 'Blank Setting Grid' gets to 'Loading Blank Setting Grid' at 98% and hangs, Firefox developer tools report the following 404:
GET https://foundry.baldwerewolf.org/worlds/bw-dev-5e/assets/scenes/Zdaxi3nQmqsQZ8jD-thumb.webp

deleting the scene is the only way to get rid of that hang. I do not have a 'bw-dev-5e' world, guessing this is a holdover from your dev env. First time I've used the backstory cards module in this new campaign world.

Environment: Client: MacOS 14.4.1, FF 126.0 Server: Foundry (self hosted Linux instance) 11.315, SWADE 3.4.0, small-ish number of modules enabled (new world created yesterday). Can furnish fuller debug output and/or module list if that's helpful. Please let me know if there's somewhere else I should report this that would be more helpful.

leaden igloo
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Ah, there might be a reference lingering to a thumbnail it generated but I had removed because I use a custom thumbnail. That should be a super fast fix

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give me a few

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Wait, it should be modules/backstory-cards-assets-library/artwork/bc-logo-bw.svg in the compendium, but it might generate its own on import

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Can you screenshot the stack trace?

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You might be able to just right-click on the scene and generate a new thumbnail for it, too

leaden igloo
versed lagoon
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SWADE world. Grabbing some dev tools screenshots and cleaning them up.

leaden igloo
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Thank you

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I just noticed a bunch of errors from zoom/pan options (module) when I imported

versed lagoon
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(Yeah, I know I need to bite the bullet and get w/ Chrome, but as An Old(tm) who remembers Chrome leaking memory like a sieve on MacOS mumblety years ago, it's hard to let old grudges go) ๐Ÿ™‚

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At least I'm not using Safari!

leaden igloo
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I think I found the issue. There's an SVG that's used (the BW icon logo) that doesn't have width and height values. FF gets angry whereas Chrome doesn't care. Adding those in allows it to render it seems

versed lagoon
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ack; spinning up Chrome now to check that here as well.

leaden igloo
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What happens if you right click on the scene and choose generate thumbnail?

versed lagoon
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That moved the progress bar back to 75%, but oddly produced no console output that I was able to see.

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sigh Of course it worked perfectly in Chrome.

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And now I'm kicking myself for becoming that which I hate; a user that comes running for help before fully kicking the tires on their own. ๐Ÿ™‚

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live long enough to become the villain etc. etc. ...

leaden igloo
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Ugh, I'm also seeing that in v11, my script isn't modifying the text styles like it's supposed to (removing the outline).

leaden igloo
versed lagoon
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Ah; loading the scene successfully created in Chrome still hangs when going back to FF, pointing back at your called-out SVG issue again.

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brb, testing in Lynx ๐Ÿ˜

leaden igloo
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Lynx?! Wow, that brings me back

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Try regenerating the thumbnail on the scene

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That might be the short term fix until I get the release up

versed lagoon
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I can use Chrome for now; thumbnail regen in FF changes the progress bar to 75% and gives me nothing. Thanks for taking a look!

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(FWIW this is for an Eberron for Savage Worlds run that I've finally convinced enough friends to let me run for them.) ๐Ÿ™‚

leaden igloo
versed lagoon
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Works for me in FF now. Thank you very much!

leaden igloo
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You're welcome! Thanks for bringing it to my attention!

hexed salmon
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@leaden igloo Is your cut any different with dmsguild vs itch? Its all the same to me so I'd rather go with the one that's better on your end

leaden igloo
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Itch takes a lower cut. Thank you for asking!