-
Notifications
You must be signed in to change notification settings - Fork 22
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Turn/round/scene events and active effect durations #199
Comments
All good suggestions and I'm all in favor of adding them. For proper duration tracking we'd need a system where a combatant can "claim" a turn (triggering start of turn logic) before being able to end their turn (thus triggering end of turn logic). This is not meant to dissuade you from finding a solution, I just think that as of Foundry V12 there is no way to achieve proper Fabula Ultima turn tracking without "hacks". Also: The saboteur role in the quick assembly rules preview has effects that last until the targets next turn, so there's semi-official precedent for those. |
I think we can begin by targeting a subset of events to start with:
For each of these events we could invoke predefined hooks that others can subscribe to. Then provide baseline functionality for managing effects such as for example function to iterate over an actor's active effects that have been set to temporary and provide a prompt to remove them as a chat message. |
The EffectDurationData currently available for project FU are part of the default ActiveEffect schema and do not fully capture the kinds of durations actually used in Fabula Ultima — in particular, FU generally does not use numeric durations, and instead tends to rely on effects ending on a particular event. In particular, these are the most common:
Additional Notes:
The text was updated successfully, but these errors were encountered: