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Enable ActiveEffect support #1215
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okay, so far I've got a mod which can contain system-level active effects (VERY WIP UI - basically just enough to let me test functionality) and I'm playing around with transferring those items to an attachment next up is:
Once these items are done, I'll need to review mods/attachments and see if this is a case where active effects should be pre-defined or custom-defined; how flexible the UI needs to be, etc. After that I'll make a decision around if this is something I can handle or not. |
so, it turns out that step one of my lovely bullet list above is harder than I thought - getFormData or whatever simply returns an array of objects from the form, making it impossible to determine which effects are a part of which mod. I'll think on it some more (likely will need to embed the ID in each input field and customize the function) |
* this commit contains two major changes * change 1 - it converts the "species" item type over to use ActiveEffects exclusively (and makes underlying changes to use these ActiveEffects on the PC Actor type) * change 2 - it removes deep item embeds from mods and attachments (in other words, adding a mod to an attachment now creates a copy of the mod item, not a pointer to the original item) * this change is in prep for converting mods and attachments over to active effects * additionally, it begins to move away from the outdated, antipattern of deep item embeds (items linking to items linking to items) #1215
* adds basic, WIP AE support for weapons * changes the data structure for embedding item attachments on weapons, item mods on attachments, and modifiers on mods * changes the display for item attachments on weapons * changes the edit UI for item attachments on weapons #1215
The above commits modifies how attachments are viewed when they're embedded onto a weapon. There are two views. First is a summary view (opened by hovering over the attachment): and second is a detailed view (opened by hovering over the newly-added question mark on the attachment) Since this data is now directly embedded onto the weapon, we can no longer easily use the old edit view wherein you click it and it opens the normal attachment window. Instead, clicking the attachment opens a new window: Saving this submits the data back to the weapon and updates any appropriate ActiveEffects. NOTE that this functionality is very basic. I made essentially no effort to skin it to look pretty (e.g. the description is a plaintext box instead of a rich text editor) - making it more than barebones functional is a thing for the future. |
* extends WIP active effect implementation and direct item embedding for weapon qualities #1215
* extends WIP active effect implementation and direct item embedding for armor #1215
* transfers active effects for armor #1215
* add embedded item support for vehicle weapons and attachments #1215
* add embedded item support for specializations #1215
* add embedded item support for specializations #1215
* add embedded item support for specializations #1215
* add AE support for force powers #1215
* add AE support for signature abilities #1215
* create/update encumbrance AEs for gear and armor #1215
* corrected stat going up each time actor sheet with AEs is closed * synced AEs with "active" checkbox for modifiers * add support for reducing encumbrance of equipped items #1215
* unify display format for modifiers (which control active effects) * correct errors when copying empty attachments to weapons #1215
* fix various embed errors for modifiers on attachments #1215
* update encumbrance for gear quantity on actor #1215
* fix updating AEs for items embedded on actors #1215
* re-implement item-based limitations on modifier selections * remove some dead code #1215
* remove unused/test code * minor refactors for a few TODOs #1215
* correct bug where modifiers could not be directly created on items anymore * remove unused code * fix encumbrance AE when multiple items are on an actor #1215
* temporarily-comment TODOs which are not mine * remove some TODOs which are done, no longer relevant, or have specific callouts on the issue #1215
* correct showing and submitting embedded descriptions #1215
* remove completed / invalid TODOs #1215
I'm taking another shot at this. Any commits after this are a new branch of code, unrelated to the above. TODO:
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* actually gets item attachments working when they are on items * actually gets mods working when they are on items #1215
* port changes to specializations #1215
* add vertical ownership * correct width of modifications tab #1215
* update the "configuration" tab icon so it doesn't overlap with "modification" tab * correct issue where you can't add mods directly to attachments * correct armor and vehicle mod values * expand "all" mod values selection #1215
* make "attributes" the default tab for all sheets which have it #1215
* correct CSS selector for expanding quality and attachment description #1215
* fix missing class for qualities from attachments preventing expanding it inline #1215
* add a warning that changing the attachment or mod "type" will change the values of mods #1215
* add a note that you can drag-and-drop #1215
* combine qualities from on-weapon and attachments * adjust icons * correct talent submission bug #1215
* move vehicle weapon price to top row (like weapon price) #1215
* correct issue with new editor not updating talents * remove legacy talent-syncing code * correct "activation" not updating the label on specialization window #1215
* correct issue where changing any dropdown visually reverts previous changes in the embedded item editor #1215
Okay, this prework has been done. I'll take a shot at active effects once the work done above has been actually released and confirmed to be working (to minimize untested changes going in at once.) |
The system was designed and built well before ActiveEffects were added to Foundry.
Investigate undoing the custom stuff that's been built and replacing it with ActiveEffects.
I'm not entirely sure what benefits this will bring to the system except that it should simplify the code. This should also be investigated, I suppose.
Updated todo list for support:
test_itemattachment
andtest_itemmodifier
item typesattachments
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