foundryvtt / dnd5e

An implementation of the 5th Edition game system for Foundry Virtual Tabletop (http://foundryvtt.com).
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Support Active Effects for Items, Spells, and Features which apply to the Item Owner (self) #799

Open aaclayton opened 3 years ago

aaclayton commented 3 years ago

Progress Tracking: https://docs.google.com/spreadsheets/d/1-n6clYWgbBJu_jLlvgQAUcSgWZNZPbejeztjmaFB3Uk/edit (you must request access)

aaclayton commented 3 years ago

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. This would benefit many game elements beyond AC. As an example, (non-srd, but illustrative) the war mage "tactical wit" give an initiative bonus equal to the int modifier.

aaclayton commented 3 years ago

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.

aaclayton commented 3 years ago

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.

aaclayton commented 3 years ago

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.

aaclayton commented 3 years ago

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.

aaclayton commented 3 years ago

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.

aaclayton commented 3 years ago

Originally in GitLab by @siliconsaint

Attribute Reference within Effect Value Field

Consideration for Attribute reference within the Effects Value field.

Examples:

aaclayton commented 3 years ago

Originally in GitLab by @siliconsaint

Priority\ DAE introduces the concept of priority of an effect. If AE supports priority inherently by top to bottom. Top being highest priority and bottom being least, then it should allow us to move a row up or down to re-order on the Effects tab.

aaclayton commented 3 years ago

Originally in GitLab by @siliconsaint

Duration\ Simplify duration increment to a dropdown that offers the following (ordered by increasing size):/ seconds, rounds, turns, minutes, hours, days

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?

aaclayton commented 3 years ago

Originally in GitLab by @siliconsaint

Defaults

If a Source is linked to an AE, then use that source info for the following:

[Details Tab]\ Effect Label Effect Icon

[Duration Tab]\ Effect Duration

Example, for creating a AE for bless you would gain:\ Effect Label: Bless\ Effect Icon: systems/dnd5e/icons/spells/haste-sky-1.jpg\ Duration: 1 min

aaclayton commented 3 years ago

marked this issue as related to #798

aaclayton commented 3 years ago

marked this issue as related to #797

aaclayton commented 3 years ago

marked this issue as related to #796

aaclayton commented 3 years ago

marked this issue as related to #795

tdockx commented 8 months ago

Hi @aaclayton,

Apologies, for maybe bringing back an old topic. (Using the latest version : DND 3.0.1) It is more related to 797

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. Thibault.