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Many fixes (resistances, status icons, custom skills, effect suppression) + expanded bonus handling + misc #393
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- Updated most Handlebars using `select` to instead use `selectOptions`. (Not _all_ of them. I wasn't game to mess with the really complex ones.) - Restored the empty value for the sustain action selector.
Updated Handlebars selectOptions "nameAttr" to "valueAttr", since it was giving a warning
I really didn't need to do this, I just wanted to do because it confused me when I was debugging the damage resistance issue <XD
Added new logic for bonus keys based on the defence targeted by a power (as suggested on the Discord). Yay for low-hanging fruit! :p
Since the v12 editions expand many single-string configs into objects, I took the liberty of adding short and abbreviated labels to ability action types.
- Updated references to `flavor` and `number` within `roll` object, which turns out to be the cause of damage resistance failing in v12. (fixes EndlesNights#390 EndlesNights#390) - Changed fallback behaviour to make unspecified damage into `physical` (corresponds with 4e Untyped) instead of `damage` (corresponds with 4e All damage type).
- New entries for middle-abbreviated action names (eg. "Standard" vs. "Standard Action" and "Std.") - Corrected spelling errors in strings for auto-apply effect settings
To make editor area more usable
- Moved skill calcs to be after global mod calcs - Added 0 as fallback for most bonus values - Added global skill modifier to skill totals, with comparison against typed per-skill bonuses in both PC and NPC skill calcs - For NPCS, enabled power and untyped bonuses even when advanced calcs are off (on the premise that these cover the vast majority of temporary effects).
In determineSuppression logic, changed requirement for source to be Actor, to source NOT being actor; should now process item-based effects only, instead of only non-item effects. (Fixes EndlesNights#387).
In custom skills hook, changed "Hooks.once" to "Hooks.on", as suggested by ddbrown30 (Fixes EndlesNights#391)
- Added "bonus" property to modifiers migration - Removed obsolete bonus typing for resistances from older migration script
- Restricted global styling to 4e documents/apps (was causing unwanted effects in some UI stuff) - Removed unneeded float and height attributes on some sections, as well as some new styling for the expanded global bonuses section
- Removed unused 5e "Bonus" strings and replaced with new "modifier" strings - Added a hint for non-proficient armour penalty
- Added Def All to global modifiers section, and updated section layout in general - Added non-proficiency penalty note to armour if active. - Fixed unclosed lists around effects subsections - Added missing list tags to resistances list
Added new migration functions for new global mods and "isBasic" attack tag
- Moved global mods calc before defences calc (and separated nonproficiency armour penalty from main global mods calc, since it needs to be after defences) - Added global defences modifier logic for PCs & NPCs - Updated code for global skills modifier, because I realised we could just copy the object instead of rebuilding
Absolutely amazing work! I can't even begin to explain how excited I am for the global defences modifier and the isBasic property being added. |
Instead of just adding a flat amount of extract height to the description text field, it seems a better solution is to have the text edit area scale in size with the window.
Just building off of the change for the increased the height of the description field in active effects config form. It should now automatically scale in height in relation to the window form be resized similarly to how the description text resizes for other item objects. I also slightly adjusted the background for the text editor so is is more clear what is part of the text field. |
FINALLY got stuck in to v12! I've primarily gone after the bug with resistances for now—Ongoing Damage will have to wait a bit longer.
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After another crack at it on Monday, also includes:
Unfortunately I still haven't managed to fix the ongoing damage elephant in the room, nor have I worked out what's up with the start-of-next-turn durations being borked. But hey, the week is young! :p
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Apparently I can't stay away, so here's some Wednesday updates too <XD
That's all for now, but I'm likely to go at it again tomorrow and/or Friday, so feel free to take your time with this increasingly complicated PR :p