#Backstory Cards
1 messages ยท Page 1 of 1 (latest)
Hmmm, try updating real quick. I recall that being an issue briefly, but it should be working.
It should link to the compendium copy
I have just installed the module. Let me just try another browser
at SwadeCards.fromDropData (foundry.js:14748:15)
at async TextEditor.getContentLink (foundry.js:66503:22)```
Oh weird. I wonder if that's a result of SWADE v3.3
Maybe. I updated everything on my test server. So swade is also up to date.
OK, sitting down in front of it now.
So, this might be a legit SWADE issue.
When I add a link to a text editor on a character, the link is broken regardless of the syntax being correct
Linking in a JE seems to work for me.
I'm checking next in my personal server where it's installed rather than using the local copy of the repo
I can't duplicate it. Try in a fresh clean world using the latest SWADE and no other modules?
Clean world. No modules. Using chrome. swade 3.3.1 and core 11.315
Same problem?
yup.
Maybe I'm doing it wrong ๐
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)
Oh, a setting card? Maybe there's something specific about those cards
setting element you mean?
setting element card
Yup, got the bug
Yeah normal Prompt Cards work flawlessly
Works for prompt cards, not setting element cards.
Figured it out
The link is missing the data-type attribute
This'll be a fast fix
OK, update the assets library
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.
I'll try it out later. Thank you very much ๐
Thank you for letting me know!
Yes, the error has been fixed. Excellent!
Awesome!
Funny thing, the template had the attribute, but it was behind a conditional that it shouldn't have been behind
So I just had to move it out
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. ๐
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.
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.
If you read the Techniques Guide, they suggest leaving some elements blank to fill in collaboratively
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.
Not yet, but I have considered doing Backstory Cards before character creation to inform decisions like Hindrances, skills, and Edges.
It could influence choices like Common Bond or Secret for example
Same. I use them purely for establishing some elements that form the bond between characters.
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.
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
give me a few
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
Can you screenshot the stack trace?
You might be able to just right-click on the scene and generate a new thumbnail for it, too
Is that a 5e world? Also, I strongly recommend using Chrome. I'll test in FF though just to see if I can figure out what the exact issue is.
SWADE world. Grabbing some dev tools screenshots and cleaning them up.
Thank you
I just noticed a bunch of errors from zoom/pan options (module) when I imported
(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) ๐
At least I'm not using Safari!
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
ack; spinning up Chrome now to check that here as well.
What happens if you right click on the scene and choose generate thumbnail?
That moved the progress bar back to 75%, but oddly produced no console output that I was able to see.
sigh Of course it worked perfectly in Chrome.
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. ๐
live long enough to become the villain etc. etc. ...
Ugh, I'm also seeing that in v11, my script isn't modifying the text styles like it's supposed to (removing the outline).
Nah, good web development practices means you check all modern browsers. I'm just making assumptions that everyone uses Chromium
Ah; loading the scene successfully created in Chrome still hangs when going back to FF, pointing back at your called-out SVG issue again.
brb, testing in Lynx ๐
Lynx?! Wow, that brings me back
Try regenerating the thumbnail on the scene
That might be the short term fix until I get the release up
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!
(FWIW this is for an Eberron for Savage Worlds run that I've finally convinced enough friends to let me run for them.) ๐
Actually, the culprit on this was Advance Drawing Tools + FF. I'll need to troubleshoot that or just not use it anymore.
OK, update.
You're welcome! Thanks for bringing it to my attention!
@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
Itch takes a lower cut. Thank you for asking!