Please target the develop branch with all PRs! Thank you!
Proposed changes
Here is some non-conflicting code which adds an FX tab to PC Actor sheets as well as various types of Item sheets which allow the creation of ActiveEffects. Core foundry supports the actor inheriting FX from Items, and the Active Token Effects module allows effects on Items/Actors to be transferred to an Actor's token.
Related issues
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Open questions
The specific list style of the effects in the various html files could possibly be improved, but I just grabbed the styling from the SWADE game system.
I'm aware that trying to use active effects to modify the pools usually ends up with the fields becoming read-only, since their values have become overridden by the active effect - but then active effects shouldn't really be getting use for that sort of thing.
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Please target the
develop
branch with all PRs! Thank you!Proposed changes Here is some non-conflicting code which adds an FX tab to PC Actor sheets as well as various types of Item sheets which allow the creation of ActiveEffects. Core foundry supports the actor inheriting FX from Items, and the Active Token Effects module allows effects on Items/Actors to be transferred to an Actor's token.
Related issues #
Open questions The specific list style of the effects in the various html files could possibly be improved, but I just grabbed the styling from the SWADE game system.
I'm aware that trying to use active effects to modify the pools usually ends up with the fields becoming read-only, since their values have become overridden by the active effect - but then active effects shouldn't really be getting use for that sort of thing.