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Greetings Adventurers!

Earlier this month you overwhelmingly voted to start supported Active Effect generation in the parser! I've been working on this for a number of weeks now (you may have noticed releases have slowed somewhat), and after alpha testing with my elite bug finders I'm happy to present the initial Alpha to my God Tier Supporters.


Some caveats:

* Please only try this on characters or compendiums you are happy to recreate from scratch.

* Please read the following and understand the limitations of the parser and what is coming.

* Active Effect Generation Support is currently for ITEMS ONLY (Requires DAE, with additional enhancements if using Midi-QOL).


WARNING: It should be noted this is very experimental, and prone to f'ing things up, so please don't blame me if everything goes wrong!


Item effects generated as of 0.5.10:

* Armoured AC bonuses

* Unarmoured AC and bonuses

* Saving throw bonuses

* Ability Check bonuses and advantage on saves and checks

* Skill check bonuses and advantage on saves and checks

* Ability bonuses

* Proficiency bonuses

* Ability score over-rides (e.g. belt of x strength)

* Spell attack and DC bonuses

* Damage Resistance, Immunity and Vulnerabilities

* Condition immunities

* Languages

* Darkvision, blindsight base and bonuses

* Flat speed adjustments

* Proficiencies

* HP per level

* Skill bonuses

* Advantage on skill checks

* Advantage on initiative

* Advantage on saves vs magical attacks


Notes:

* When importing characters and auto generating effects, the import will be significantly slower due to some race conditions around effect generation when updating characters.

* Some effects may not come through for some items, these tend to be ones with very specific advantages, e.g. Advantage on Persuasion vs Giants and the like. There exceptions such as the Cloak of Elvenkind, or resistances where you should be holding the item.

* It does not add any time based or limited effects (and if it does this is by accident and there marked as continuous).


Other Improvements:

* Icons don't use absolute paths

* Artificer Battle Smith will now use Int for magic weapon attacks

* Attacks now add damage type hints where possible

* If DAE is installed it will be used to generate skill bonuses rather than 5e skill customisation module

* If using the MagicItems module, spells will try to be found in the DDB Spells compendium -> SRD Compendium and only creating them n the world as a last resort if it can't find the spell all ready.

* You can generate a set of Character Effects for each of your equipped AC options. This is similar to the DAE Auto Generate AC option, however, these will over-ride DAE and effects applied by equipping items. AC is quite hard to calculate dynamically in Foundry in edge cases as it requires users to active the correct set of effects that apply. Not all effects (e.g. from class features) are currently generated.


Installation:

To install the ALPHA go to your install modules selection, click Install Module and paste the following into the "Manifest URL:" field at the bottom of the form:

https://artifacts.ddb.mrprimate.co.uk/godmode/jdas83mjdsa3/0.5/module.json

This will be updated frequently, and if you're on Discord will be added to a new channel auto-effect-bugs, please log issues there. Pinned to that channel will also be a link to a shared google doc listing the current known issues/missing effects.

At some in the next few weeks this will stop being updated as it merged into the general release for everyone, at that point you may need to uninstall and reinstall the module (you won't loose any data/settings).


Plan going forward:

- add the timed/limited effects to items - this will require a "library" to draw upon, same for those effects that currently can't be auto generated. I plan to have a framework for this in the initial public release.

- add a spell effect library - hardly any of these can be auto generated. I plan to have framework for this in the initial public release.

- add effects for character abilities/feats - some of these can be auto generated but its a lot harder to split these out from character parsing. This is not going to be included in the first release.

Many thanks for your support!

MrPrimate/Jack

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