Troubleshooting and Limits
Nothing plays
- Fill the starter's required asset. An empty string switches its layer off on purpose.
- Save the entry. Previews play unsaved code; item actions play only the saved version.
- Check the row and its event. A trait assignment does not play for damage, template placement or effects.
- Enable Sequencer, socketlib and your asset pack. A key from a pack you don't have installed cannot play.
- Put the actor's token on the current scene. Most attack and cast macros need a caster token.
- On a failed power activation, check Skip failed activations and whether the macro handles
fizzle.
Previews or assets look wrong
Select a caster token; damage previews also need a target. Use As item to fill swade.power and its trapping. Pick a template that suits the starter. A forced preview outcome is an example, not a simulated SWADE roll.
Visual assets are not audio: leave SOUND empty or pick an actual sound. Stretched art needs the right orientation and proportions. A cone's or stream's width and angle come from the art, and Lasting area sizes its fill as a circle without masking it to other shapes. Adjust timings, sizes and hue in the code.
Syntax and runtime errors name the macro and, where possible, the line. Debug logging adds context and Sequencer's own error messages. When a macro fails on a player's client, the error is shown to the GMs. The asset picker lists installed database entries; file paths you type must exist and be reachable by Foundry.
The library cannot save
A GM must be connected and socketlib active. Check that the user has the Modify Configuration Settings permission. A message about a changed entry means someone else saved it meanwhile: your draft is kept, so copy your changes before you reopen the entry. Invalid entries in an import are skipped; the valid ones are still imported.
Rules assumptions
The module provides data for visual branching, not rules automation. It compares the roll total against each target and does not resolve separate Rate of Fire dice per target. Without usable Clarity data, it falls back to Parry, target number 4 and Toughness from the target's sheet. Adjacent means the token bounds touch or overlap. Actor-specific modifiers, custom powers, opposed rolls, vehicle damage and per-target damage bonuses or immunities may need your own macro logic or the GM's judgment.
The Clarity reader uses recorded target numbers, called-shot armor and the damage flags it finds. It never applies damage, Soaks, Wounds or status changes. Impact's heavy threshold is the raw total, not the Heavy Weapon rule.
To find a roll's chat message, the module needs a recent, unambiguous card from the rolling user and actor with the same roll. If two cards look identical, message stays null, and then the Dice So Nice wait and the Clarity details are unavailable. Old messages, rerolls and modules that replace rolls need testing in your world.
Lasting effects and compatibility
Lasting area ties its fill to the template's RegionDocument and Aura to the created active effect; deleting the document ends the animation. Disabling an effect, changing scenes, linked versus unlinked tokens and similar cases depend on Sequencer and need testing in your setup. Animations from other animation modules are not suppressed and may play as well.
The Animations control is supported on SWADE and SWADE Folio item sheets. Modules that replace SWADE's item cards or roll hooks may bypass these triggers. The interface is in English; trapping recognition understands English and German words.
Release status
SWADE Trappings is an early 0.x release for Foundry v14 and SWADE 6.x. Its Node tests cover the SWADE rules, template geometry, misses, library storage, import, assignments, the runner and every starter against a recording Sequence. Browser checks in Foundry 14.368 with SWADE 6.0.4 and Sequencer 4.2.3 covered imports, concurrent saves, captured targets, token shake and nudge, previews and their temporary templates, opening the windows, bulk assignment and chat-message matching; the attack starters were also checked against real Sequencer outcomes. That does not certify every asset or choreography. The 0.2.0 changes (the swade object, the Variables panel, folder actions, the reworked melee and ranged starters, closer misses and a gentler shake) have Node tests and a first round of use in play, not a full browser acceptance.
Two-client synchronization, player permissions and visibility, live roll and Dice So Nice timing, lasting effects on linked and unlinked tokens, drag and drop, and compendium writes have not had full end-to-end testing. Test them in your own world before relying on them in a session. Updates stay at 0.x and may change behavior.