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View Code? Open in Web Editor NEWA Fondry VTT module with automations for Savage Worlds (SWADE)
A Fondry VTT module with automations for Savage Worlds (SWADE)
Right now this module seems to override the click on quick action names. In the base system that click would expand the entry to show additional information. I think it would be nice to still be able to do that.
Maybe just override click interactions for places that toggle a roll in the base system?
Maybe also keep an eye on this issue I posted a few days ago for the SWADE system, it might be interesting in this regard too: https://gitlab.com/peginc/swade/-/issues/167
As the title says, i get this error anytime i try to make a skill roll for a weapon.
FVT: v0.7.9
SWADE: v0.16.2
Uncaught Error: Error: This is not a registered game setting
at Dialog.submit (foundry.js:13153)
at Dialog._onClickButton (foundry.js:13112)
at HTMLButtonElement.dispatch (jquery.min.js:2)
at HTMLButtonElement.v.handle (jquery.min.js:2)
Foundry VTT Version: 0.7.9
Operating System: OSX
How Are You Using Foundry: Chrome
Modules Enabled?: yes
SWADE Tools v1.3.5
When rolling a damage formula for a weapon that uses "@str", the strength modifier is ignored.
The first entry is a roll from the character sheet using only the SWADE system (no modules).
The second entry is a roll from the character sheet using the card generated by SWADE tools.
In both cases, the same weapon is used with a damage value of "@str+d4"
It looks like the damage formula is just taking the strength die value, and not the strength modifier.
Likely caused right here where it replaces strength with a die, but not the additional modifier.
When the objetive of an attack has the vulnerable status applied, the difficulty to hit is not reduced.
The button to reroll using a Bennie does not show up if the roll originated directly from the PC sheet. The button appears always if the roll is performed by an NPC (using the NPC sheet or the Token HUD) or if the roll if made for a PC using the Token HUD. Can provide more information as requested.
When the option to track power points is disabled at least 1 PP is spent when doing a power roll either when it suceeds or fails. The expected behaviour is that no PP is spent with that option disabled.
Is there anyway to handle Wild Attack (p.109) and it's associated Vulnerable status which is until the end of the characters next turn ?
The automatic removal of Vulnerable is happening at the end of the characters current turn, so we have to remember to re-apply the Vulnerable status
Hey ho.
I've noticed with SWADE-Tools installed, reloading from inventory does not work.
Another user noticed the same issue and received: "Uncaught Error: Error: This is not a registered game setting" (last updated yesterday)
Thanks!
The two default buttons say "Shooting" (or Fighting etc.) while the damage button say "Damage". In addition, there is another button for each extra Action. These extra actions can be of type "damage" or "skill".
Some weapons (like the official SWADE "Streetsweeper Shotgun") have two actions with the same name but different type (in this example we have "Slug" twice, once as damage and once as skill action). Right now both buttons look the same / have the same label.
I have 2 possible ideas for this:
in Hellfrost/Land of Fire, there is a Special Ability called Fast Regeneration that among other things adds +2 to remove Shaken that stacks with other Edges/Special Attributes that also add +2 to remove Shaken like Undead or Hardy. I have modified my local copy of the code to handle this for my Land of Fire world but don't know if it could/should be included in the basic SWADE Tools.
Is it possible to add a on/off setting in the module settings whether or not swade-tools automatically rolls initiative for each actor at the start of each combat round?
When using the 'Hard Choices' setting rule, even with 'Disable Joker's Wild' clicked, Bennies still seem to be given automatically (tested with all other modules removed).
When casting a power, SWADE Tools is charging power points when you cast the spell, then again when you click on damage in the chat log or from the character sheet.
I noticed at least one roll (the automatic roll to remove shaken) which does not wait for the dice so nice roll to be finished before posting / applying the result. Attack and damage rolls seem to behave as expected.
Foundry official modulelist shows really old version and last update date.
When using the reload action the weapon is reloaded but the ammo is not substracted from the ammo source defined in the weapon.
It works good in linked NPCs and PCs but not in unlinked NPCs (be them extras or wildcards).
Works good in vanilla swade.
When using swade tools 1.2.5 with the module dice so nice 3.3.1 (latest version) i can't use the reroll with a bennie button or the soak damage button, when i click any of thoose the bennie is spent but nothing else happen.
The problem has been replicated by 3 users afaik.
Just installed the newest 1.2.3 version that fixes the DSN issue, but now I'm getting this one:
Uncaught Error: TypeError: Cannot read property '0' of undefined
at Dialog.submit (foundry.js:13153)
at Dialog._onClickButton (foundry.js:13112)
at HTMLButtonElement.dispatch (jquery.min.js:2)
at HTMLButtonElement.v.handle (jquery.min.js:2)
Whenever I do a skill roll from a weapon equipped in a NPC sheet. From PC sheets it works and the damage rolls from a weapon in the NPC sheet work too.
When you get a raise in the attack roll and click on the raise message in the chat card to roll damage, the extra d6 is not being rolled.
When using Community Character sheet, skillrolls dont work (nothing happens). Stat and weapon rolls work fine.
Using the Blast Damage button with two targets selected. Clicking Damage roll one set of dice (in this case 2d6) and applies the same damage to ALL targets.
N/A
When a weapon is linked with Maestro (using item track), either if you make the hit check or if you roll damage, the sound activates, causing a double sound in a row.
But it's also true that if someone doesn't need to roll the ability to hit, the sound should sound the same by just rolling damage.
Maybe it could be disabled when using SWADE Tools target function.
Example:
By clicking on the skill the sound starts and then clicking on "Enemy: Hit" to roll the damage the sound does not start.
Is it possible to make it work like that?
It seems the damage chat card say "Dano" instead of damage to display the damage formula.
SWADE Tools does not take Conviction into calculations. In core when 'conviction' is used, it automaticly adds 1d6 to trait and damage rolls as per rules while conviction is active.
For workaround, adding manually 1d6 does produce the same end result, so this is a minor issue.
Would be really cool to have option for autocalculating range penalties (and switching TN4 to Parry for targets in range <1 inch) for ranged attacks.
(Better Rolls2 does this since v2.26)
I would like to help out with a German translation for SWADE tools (there already is a German version of the SWADE rules which I own).
On the character sheet, I can select a token, and click on the "Fighting" skill in the "Summary" tab, get a dialog "Fighting Skill Test", and click "Roll", and it works
Similarly on the "Inventory" tab, I can click on a weapons "Damage", get the weapons "Damage" dialog, and click on either "Roll" or "Roll Raise", and they work
But if I click on the weapons name, get the weapon dialog, when I click on either the "Fighting" or "Damage" buttons, I get an error alert ... "Error: This is not a registered game setting"
In weaponcard armor piercing has letters on wrong order (PA, should be AP)
When you do an attack roll from the weapon dialog, the savage dice does not explode, while the skill dice does. Heard that his might be a Foundry issue actually but just in case (works properly in the better rolls and better rolls 2 modules).
No benny animation is triggered when the reroll with benny button is clicked.
Hello Dev,
I was wondering if it is possible to auto apply statuses based on other statuses like:
If Stunned or Bound, also check Distracted and Vulnerable
If Entangled also check Distracted
Also uncheck actions:
Remove Distracted AND Vulnerable if Unbound
Remove Vulnerable if Unstunned.
If this would be possible using Active Effects, this would be awesome!
When SWADE tools rolls initiative, if it gets a joker it kicks in jokers wild. But at the start of the next turn it doesn't roll initiative automatically. It also stops doing the checking and removing of conditions. Once the round has completed it goes back to checking, rolling for and removing conditions. I tried it on 2 worlds with the same results.
Hi,
when I use "SWADE tools" rolls, "Dice so Nice" does not recognize the wild die and does not change the color of the wild die.
When you roll, and fail, a power, you get the 1PP spent message (that's ok) but you are also getting a green "HIT" button to roll damage.
Now since SWADE v0.16.0 the ammo usage and reloading is part of the core.
Could that be implemented into SWADE Tools too, or just use core system as is (need that reload button to weapon card)? Currently Tools overrides Core ammo usage&reload system.
The NPC tokens not connected to the sheet, when they try to reload their weapon, receive the message "The weapon is already fully loaded" (probably because the NPC sheet is already loaded) and do not make the roll, when I use SWADE Tools (otherwise works as expected).
Did I do something wrong or is it a bug?
When I try to use a power, the chat box displays "not enough power points". I have set the counter on the powers page to 10 / 10, 0/10 and 10/0 and nothing changes. I also do not see PP subtracting or adding to the total.
FVTT v. 0.7.9
SWADE 0.16.2 (premium content)
Using a Frenzy action (standard Fighting with RoF 2), against self token (NPC, not sure if matters), a parry.value=10 and parry.modifier=-1 results in hit with results of 7 and 8.
Expected result here is that the two results are evaluated separately, since they are two separate rolled attacks (with one Wild Die if WC).
Hi!
I found some incompatibility with these other modules:
P.S.
i'm translating SWADE Tools in italian, when i finish, can i send to you the json file for implemented into your project? and how can I send it to you?
When clicking in a vehicular weapon (be it in the name or icon) in the vehicle sheet, it doesn't triggler the swade tools shooting roll.
Ideally it should do it and use the shooting skill of the character manning the weapon.
Would it be possible to add option to automaticly roll from Injury table (user created, rolltable picker) when Wound is applied to actor, and append (or just create new chat message) the result to chat?
This ofc should be toggleable from module settings.
NPC draws a joker and the Jokers wild message is displayed. No joker is added. After that, no other joker drawn triggers the "jokers wild" message and no benny is added.
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