It has not gone to Test yet.
Printable View
It has not gone to Test yet.
Ty.
I just requested the deploy to test. It will happen some time Tuesday, I expect.
Sorry, I was slow requesting the deploy.
This will include the work Ikael just did.
SWADE was updated in the test channel.
Just played around with the Saved Battles - very cool! I already had my CT set up from before the update. Ran the update, hit Save Battle. I cleared the CT and then launched the battle - boom! Fight ready!
I really like that active Effects saves with it - that will be very useful for those NPCs that are pre-buffed (great for a setting like Hellfrost where you can have a power running all day).
My only additional consideration - have the option to place the PCs on the map as well. You would not do this all the time, but nice that you could have PCs on the map (say at the obvious entrance to the area) and have that save with the Battle.
And I like the add NPC to the CT button in the NPC menu.
If there is anything in particular you want tested, let me know!
I'm sorry I haven't had time to do any testing.
I agree that a save PCs option- with all active effects etc. - would be a very useful addition/option for me too.
Cheers, Hywel
I haven't tested the latest version but if the actors are on the map and the encounter is saved it doesnt save their positions?
Here is README changes regarding latest challenge effect update
Code:
# Challenge effects
## Supported notations
- `Injury` - Roll on Injury table
- `Knockout` - Character is knocked out
- `Death` - Character dies
- Text within double quotes `"` will be included in description field
- You can also use `+Raise:` notation to define effects that are added to regular effects in case of raise roll
- For instance `Distracted; +Raise: Vulnerable` mean regular effect is distracted but with raise effect is distracted and vulnerable
## Challenge tasks
Notations to create challenges
```
{ ! EFFECT (TIMING) }
{ ! Check TRAIT: EFFECT (TIMING) }
```
Where,
- `!` is indicator of challenge task notation
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Vigor -2`
- `EFFECT` define effects using `Challenge effects` notation with few changes:
- New `Remove` notation to remove associated effect
- Define effect on raise check roll with `Raise: EFFECTS` notation
- Define effect on successful check roll with `Success: EFFECTS` notation. This notation must be before `Raise:` notation
- Define effect on critical failure check roll with `Critical Failure: EFFECTS` notation. This notation must be before `Success:` notation
- You can also use `+Critical Failure:` notation to define effects that are added in addition to regular effects in case of critical failure roll
- `TIMING` defines when the roll should be made. Options are:
- `Start of Round` or `SOR`
- `Start of Turn` or `SOT` this is the default option is nothing is defined
- `End of Turn` or `EOT`
- `End of Round` or `EOR`
Additional special notations:
- `RoR` notation defines "remove on raise", which shorthand version for `Raise: Remove`
- `RoS` notation defines "remove on success", which shorthand version for `Success: Remove`
For instance
```
Bleeding Out { ! Check Vigor: Death, RoR }
Bleeding { ! Check Vigor: Wound, RoR }
```
This would add challenge at start of combatant's turn that require Vigor roll. On failure victim received one wound. On raise roll the effect is removed.
Another example:
```
{ ! Check Vigor: Wound / Critical Failure: Incapaciated / Success: Shaken / Raise: Remove }
```
Add challenge at start of combatant's turn that require Vigor roll and results following following rules:
- On critical failure victim is incapaciated
- On failure roll victim received one wound
- On success victim is shaken
- With raise the effect is removed
I tried a couple of ways after saving mid-fight (clear CT completely, clear CT of enemies put the PCs on another map, re-add). It does not capture the PC tokens.