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Support Active Effects for Items, Spells, and Features which apply to the Item Owner (self) #799
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marked this issue as related to #797 |
marked this issue as related to #796 |
marked this issue as related to #795 |
marked this issue as related to #798 |
Originally in GitLab by @siliconsaint Defaults If a Source is linked to an AE, then use that source info for the following: [Details Tab] [Duration Tab] Example, for creating a AE for bless you would gain: |
Originally in GitLab by @siliconsaint Duration
Ideally this would eliminate 2-4 areas of duplication on the duration tab and maybe even allow it to be combined with the [Details] tab? |
Originally in GitLab by @siliconsaint Priority |
Originally in GitLab by @siliconsaint Attribute Reference within Effect Value Field Consideration for Attribute reference within the Effects Value field. Examples:
|
It is an intentional limitation - at least for now - that the values of active effect changes be static. It sounds like you're wanting a way to handle armor class scaling which will be handled through a separate system. |
Originally in GitLab by @siliconsaint Indeed, I have offered this under the associated https://gitlab.com/foundrynet/dnd5e/-/issues/424 but I feel attribute references could be useful outside of strictly AC related items. Just trying to list all the current limitations of AE, if we choose to expand it in a certain direction. |
Originally in GitLab by @siliconsaint Regeneration effects There are a variety of features, spells, and items that may apply hit points or temporary hit points "every round". Currently it seems AE will expand the total HP or Temp HP, but does not Heal or Top off Temp HPs on a round by round basis. (some examples are beyond SRD, but the concepts are still valid) Examples:
...and it would not sadden me to remove the need for 80 line macros that are required to create effects like regenerate. |
Originally in GitLab by @siliconsaint Vision updated for Actor, but not Token This is a reminder that we can modify vision on the Actor via AE but that is not reflected on the token itself. |
Originally in GitLab by @siliconsaint Special Traits -> Global Bonuses do not reflect AE adjustments Modifications to fields by AE that can also be adjusted by Global Bonuses will not show up on the Global Bonuses field list within the Character Sheet. example: Cloak of Protection AE for +1 to all saving throws will not appear under the Global Saving Throw Bonus of Global Bonuses. Functionally it will work, however. |
Originally in GitLab by @DanielAyoung Priority between active effects is essential to someday enabling derived data like ability modifiers to be used within AE effect value fields. This is because you need to ensure that any AE that changes the ability value be processed before any AE that uses the ability modifier. |
Hi @aaclayton, Apologies, for maybe bringing back an old topic. (Using the latest version : DND 3.0.1) It seems the Bracers of Archery should also have :
This still does not seem to be the case, when equipped and attuned the damage bonus is not calculated with that in mind. Thanks a lot. |
Progress Tracking: https://docs.google.com/spreadsheets/d/1-n6clYWgbBJu_jLlvgQAUcSgWZNZPbejeztjmaFB3Uk/edit (you must request access)
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