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Add support for active effects + bug fixes

Matt Smith requested to merge 119-active-effects into beta
  • Adds support for active effects
  • Refactors how prepareData() is structured
  • Refactored getRollData() to not use a prototype override

TODO: This adds a basic UI for applying active effects manually, but it does not yet include any automation for applying them from chat.

In addition, this branch now includes the following:

  • Add support for dynamically adding attackMod.value to all attack rolls
  • Add support for the Crescendo spell variable penalty to attacks
  • Refactor negative recovery penalties to use Active Effects (to bypass @std, this works for powers that use +@lvl+@ed)
  • Changed PC-specific data and processing to actually be PC-specific
  • Override DsN parsing all inline rolls in chat cards by default
  • Disable our own animations if DsN's are active (player choice), and disable DsN's by default
  • Animate highest spell level rolls instead of lowest
  • Removed shorthand setting (it's needed elsewhere in the system, no reason not to enable it)
  • Fixed processing powers with numbered custom resource costs
  • Fixed processing powers with no targeted defense specified with non-zero targets
  • General code cleanup
  • Some strings moved to localization file
Edited by LegoFed3

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