lipefl / swade-tools

A Fondry VTT module with automations for Savage Worlds (SWADE)
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Hardy isn't working? #286

Closed Vogliadicone closed 5 months ago

Vogliadicone commented 6 months ago

I was quite shure, that SWADE Tools automically detected the hardy ability on an actor and prevented a second shaken to be added as a wound. But now it's no longer working for me. It's not working when I place the hardy ability on the actor and it's also not working when I add the Active Effect "flags.swade.hardy" add "true" to the actor.

When I deactivate SWADE Tools, the system is detecting hardy when I add the Active Effect "flags.swade.hardy" add "true" to the actor (right now the hardy ability in the premium modules doesn't come with an AE, I added a ticket for that at Metamorphic/Sigil).

Do SWADE Tools support hardy? And do I need the Active Effect "flags.swade.hardy" on the actor or should the hardy ability be enough?

lipefl commented 6 months ago

SWADE Tools detects Hardy as Edge or Special Ability, you can check at "Change Default Names" option. I tested here and it's working fine. To test, you'll need to apply the second "Shaken" damage and a warn appears, nothing happens. I wasn't aware there's an AE for that, i'll add to the module.

Vogliadicone commented 6 months ago

Yeah, I was thinking that SWADE Tools just checked the name, but like I said, it worked for me in the past, but right now it's not working anymore. I don't know when it broke. But it's not working for me in 3.3.1 and I think it also wasn't working for me with 3.2.5.

Let me know, if you need more data.

The Actor has hardy, is shaken and get's another shaken: Hardy1 When applying the second shaken, the actor get's a wound: Hardy2 Hardy seems to be set up correctly in SWADE Tools (I always played in english and therefore never edited the stuff here): Hardy3

lipefl commented 6 months ago

My SWADE system was 3.2.5 when i tested. I updated it now to re-test. In fact, it is working as Edge, but not as Special Ability.

I'll fix it. Thanks!

lipefl commented 5 months ago

Fixed in v1.15.0 Thanks!