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A collection of macros for the SWADE system on Foundry with a focus on immersion (i.e. by using sound effects)

License: GNU General Public License v3.0

JavaScript 99.47% Handlebars 0.53%
macro immersion swade foundry vtt sfx sound effects assets

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ddbrown30 avatar foundryvtthub avatar jvir avatar loofou avatar mrcomac avatar pmoore603 avatar razortide avatar salieric avatar

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swim's Issues

Libwrapper error

Since the last update, I'm getting this error when I try to enable/disable modules. As you can clearly see, I have Libwrapper installed and enabled. I have tried toggling SWIM off and on and other things, but this error never goes away.

image

[BOUNTY] Fixing the deprecation warning on macros

Many macros have deprecation warnings and need to be updated to work in Foundry v.9

Bounty Notice: I have very limited time atm. Everyone who creates merge requests with (working) updates to the macros which respect changes from Foundry version 9 (and thus gets rid of the warnings in the console) will receive a reward in the form of a free, quality Battle Map¹. You may choose from one of these settings: Medieval Fantasy, Western or Pirates. A merge request covering three or more macros (that have not yet been covered) will be rewarded with an export of the selected map, set up with walls, lights and everything. The first merge request that covers all macros (whether they're already done or not) and works will be rewarded with a custom made battle map created with your specifications (within a reasonable degree of detail).

¹ Battle maps are created using Dungeon Draft. They may not meet the high standards of some patreons out there but they do reach a good quality and assets used are (mainly) those of Forgotten Adventures.

SWADE 0.17.0 support

Since Special Abilities are a thing now, the macros must be able to search for them.

Setting up my macros

All macros need to be implemented and need to make use of the modules capabilities. Depends on #1.

Add Settings Extender and Compendium Folders to the dependencies and check for those on initialising FVTT

On 8.9, I didn't have this issue. After updating to 9, whenever I try to click on the "configure settings" button to change module or system settings, nothing happens and I get this console error. Disabling SWIM allows the settings button to work again:

image

Edit: I just realized after reading the error more closely, that I didn't have "settings extender" enabled. That fixed it. Sorry about that.

Use BR2 hooks

Use BR2 hooks if BR2 is used, adding them to BR2 if lacking first.

  • Shaken/Wounded
  • Unshake
  • Unstun
  • Injuries

Important news about SWIM (current state of the module)

If you are (or think of) using SWIM please keep reading:
As of SWADE version 1, a lot of critical changes to the way, status effects are handled were introduced. It changed a lot of things SWIM was using unfortunately. This means I either have to get rid of CUB or wait until CUB can support the system again (currently not very likely and possibly not anytime soon).
I'm in a really uncomfortable situation right now and it feels incredibly bad and helpless but there is little I can do about it. At least as far as I can see right now.
Unfortunately this means you have to make a decision: Do you want to keep using SWIM? - Then stay on SWADE version 0.22.5. It's working fine right now. Do you rather want to use SWADE v. 1? - Then get rid of SWIM and CUB. It really is a bummer but that's how it is right now.

Unshake Macro does not work like rules as written

Hey Salieri,

I am just playing around with the Unshake Macro (SWADE) and found it is not working like rules as written.

The rules state:
FAILURE: The character remains Shaken. She can only perform free actions.
SUCCESS: The character is no longer Shaken and may act normally.

Regarding Failure, the macro still removes Shaken, but it should leave it. Is this a House rule in effect?

stun macro bug

Hi

The stun macro don't remove Distracted and Vulnerable on a raise. Only Vulnerable.

Success means he revives but is Distracted and Vulnerable

Permission setup on shape change

If a shape shifter preset actor does not have OWNER permissions set for the player, it causes an issue where the player is unable to select the token after shape shifting.

Localising of SWIM

This'll be quite the task but should probably be done at some point as some people seem to speak other languages than englisch. xD

Healing macro support Healing skill

Can you to the Healing macro the rule for skill?

The player target a token and then can use the macro to roll the test, and auto apply the healing or damage.

p98: The Healing skill is used to remove Wounds. Each attempt requires 10 minutes per wound level of the patient. Subtract 1 from Healing rolls without a basic First Aid kit or similar supplies.
A success removes one Wound, and a raise removes two. Failure means no Wounds are removed. A Critical Failure increases the victim’s Wound level by one.

Using Ammo as Heat and single reloading

Hi, I would need help in creating a solution for the following problems:

The Fanmade Savage Ghostbusters as well as some Mass Effect Conversions for SWADE use Heat Buildup instead of Ammunition. Every round the weapon is not used, it reduces one heat, basically autoreloading 1 Ammo when not in use. Is it possible to automate this?

Alternatively it would be good if there were a possibility to reload not the full amount of ammunition. Like in a Colt Single Action Army, where you have to reload every single bullet, would it be possible to reload fewer bullets than just the full amount? This would work well also in pirate scenarios, where "Revolvers" with more than 3 barrels have actually every single barrel loaded seperately.

Exception in shape_changer.js

Actor with shape shift ability, fails when changing from one creature directly to another (i.e. no revert back to normal form in between). To reproduce, actor starts in normal form, runs script to change into a creature, then run script again to change into another creature.

In this example, Sapa Kangee (actor) successfully changed into a Cat. You can see "Cat (Sapa Kangee)" under [SWIM] Shape Changing actor folder. Then, when changing directly into a Fox, it creates the Fox in the same folder, but then the exception occurs: Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'bar1'):

Screen Shot 2022-03-31 at 1 34 08 PM

I see what the problem is, and I will submit a fix.

Power Point Management Update

The PP Management macro was neglected for too long. BR2 comes with its own version (also developed by me) but doesn't come with some options the SWIM version has. Also some players may prefer to not open up a card to access it. On the other hand BR2 offers some things missing in the SWIM Version (arcane PP for example).
The Update was scheduled for 0.15.0 but that seems unrealistic and will be done at a later time instead.

Finalise the Shooting & Reloading macros with BR2 integration

I've done all the code I can and play tested it. All known bugs have been resolved. Quite a complicated beast and I'm not sure how many people will want to use it as it requires multiple additional stats to be created. If one takes the effort however, it is quite fun. It will also receive BR2 integration once I can get everything from the BR2 chat cards I need.

What still needs to be done:

  • Write the documentation (oh boy...)
  • Fully prepare a version of the macro to support BR2 (waiting for BR2 chat cards to deliver all required variables)
  • Playtest BR2 integration
  • Integrate #17
  • Split the reloading part into a seperate macro for BR2 integration (shooting already done)

Fear table macro

Hi I am not sure how to point this maco at the table I want to roll on.

Can you explain how I might do this please?

Good work on all of this.

Make spend Benny globally available

Same as with the crit fail check, I want to put this in the swim class to make it available for all macros, allowing me to edit it centrally.

Fear Table resulting in a TypeError

Not sure if this is a bug or a problem in my environment, but I'm getting the following error when invoking the Fear Table script:

TypeError: Cannot read properties of undefined (reading 'draw')

I think it is not finding the fear table, yet it is present under "SWADE Tables" from swade-core-rules. In dev mode, game.tables only has one entry, which explains the error (it's not finding the table).

I changed a portion of code to be:

                if (fearTableName) {
                    let fearTable = game.tables.getName(`${fearTableName}`)
                    if (fearTable) {
                        fearTable.draw({ roll });
                    } else {
                        ui.notifications.error("Unable to locate '" + fearTableName + "'.");
                        return;
                    }
                }

And it is hitting the "Unable to locate..." error.

Seems like something is off in my world settings somehow. Any ideas?

Complete Rework of the module

As of FVTT 9.255 macro permissions are strictly enforced. As a result, players cannot execute macros in compendiums any longer. There is a quick workaround (creating temporary macros and deleting them after execution) but I'll take the opportunity to completely rework the module by setting up a proper API. This will also be more performant than the workaround as nothing temporary is created) and future-proof. Also the API might be useful for the user in general.
Naturally this'll take longer than the workaround but it is well worth it I think.

Macros done/to do:

  • (Un-)Shake (both)
  • (Un-)Stun
  • Spend Benny
  • Ammo Management (Enhanced)
  • Ammo Management (BR2) (if possible)
  • Chase Setup
  • Deviation
  • Falling Damage
  • Fear Table
  • Loot-o-Mat
  • Mark Dead
  • Personal Health Centre
  • Radiation Centre
  • Scale Calculator
  • Shape Changer
  • Soak Damage
  • Token Vision (needs update)
  • Power Point Management (needs update)

Macros to deprecate:

  • Raise Calculator (both, as it is available in the token controls anyway)
  • Chase setup (version before 0.8.x)
  • BR2 Powers SFX (as other modules like Automated Animations do it better)

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