Closed ScyllPoesis closed 3 years ago
Related, but gear and cyberware both have a bug where when setting the mods will give you an empty list of skills/attribute unless the entity is on a character sheet. This makes it slightly less convenient as you have to set up the link whenever you give out or load up the item.
Weapons have a similar issue with selecting weapon skill, but I believe the weapon config is due for a fuller sweep with the new FNF full rules.
I haven't read the book yet, so I'm not exactly sure what you mean about passive bonuses. Do you mean just re-write the current mod system to use the active effects introduced in 7.x, or are you talking about bonuses that aren't currently possible in the current system?
Certain gear and lots of cyberware will give passive bonuses on use for a certain period of time, or on use.
Reading a bit through the design, the current system should work fine (with the active on/off flag), as long as it applies nicely across items and cyberware (again, seems buggy/non-functional in cases). So this can just be a bugfix instead of a new feature while the more meaty parts get wrapped up.
Removing bug label as the bug with the empty list has been resolved. Keeping issue open as more needs to be done in this area
Items currently have a mods system for modifying rolls. Once the new rules have settled in and rolling is cleaned up further it would be nice to have this tied in for items/cyberware that give passive bonuses. Possibly can utilize the new Active Effects system that just recently got implemented.