Add support for active effects + bug fixes
- 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