edit-owned-item-effect
I've made an abomination. This hacks its way past the limitations surrounding editing effects on owned items as elegantly as I know how to, it even calls the _pre and post methods for the AE document along the way.
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@ghost this might interest you if nothing else as a proof of concept tangential to what you're thinking about
Unknown User•3y ago
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The hooks seem to have been lost in the cracks
the transferred effect is not changed, not messing with that but the path to it is pretty clear IF you have a
sourceId
flag on your Actor's effect
since that isn't there by default, you'd be guessing which effects to update (or wholesale deleting and remaking the effects every time, which is less bueno)incidentally, 👍 this bad boy for me:
https://gitlab.com/foundrynet/foundryvtt/-/issues/6399
GitLab
Consider providing
sourceId
flag for transferred Active Effects (...Feature Summary When Active Effects are transferred from Item to Actor, there is no reverse link between the created Effects and...
Unknown User•3y ago
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none of this is patched, it's all shennanegins with item sheet hooks and a DIY activeEffect extension
Yeah, I've been doing that with my modules but I'm afraid it's a long road forward and not a stable assumption
I use that for ensuring there's no duplicates created if someone hits "transfer effect" repeatedly
Perhaps it would be a nice idea to add a button somewhere to reapply the effect to the actor? This way you could delete the old effect and effectively 'update' it
Unknown User•3y ago
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that's what the little hand is on the item sheet effects list
Two steps ahead I see :)
This is kind of three steps away from being able to fully derive transferred effects on the actor...
Which is interesting, but a little too far for my taste with a module, I might try it for the fun of it, but it makes me nervous without more system control
Unknown User•3y ago
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hang on let me push
Is this going on a separate module or dnd5e itself?
separate module for sure, i doubt i could get this into the system
I've a feeling this is almost system agnostic actually
not really sure how much AE stuff 5e actually does vs just using core's
https://github.com/ElfFriend-DnD/foundryvtt-edit-owned-item-effects/blob/main/scripts/classes/owned-item-effect.js
This class 'extends' ActiveEffect and overwrites
create
delete
and update
to make them work.
Opening an item's effect is basically instanciating one of these with the effect's data and then the rest kinda... just... works.GitHub
foundryvtt-edit-owned-item-effects/owned-item-effect.js at main · E...
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The document lifecycle is a rats nest but I suspect it wouldn't be terribly difficult to get the hooks working as well
Unknown User•3y ago
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Yeah I think to get really bulletproof API-wise, some deeper method overwriting is a good idea.
I'm just happy to be able to open a spell on a player, make a quick and dirty effect on it to mark that "This creature is affected by that spell" finally
Unknown User•3y ago
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