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Implement Traits #272

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xdy opened this issue Jan 3, 2021 · 4 comments · Fixed by #1197
Closed

Implement Traits #272

xdy opened this issue Jan 3, 2021 · 4 comments · Fixed by #1197

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@xdy
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xdy commented Jan 3, 2021

Is your feature request related to a problem? Please describe.
Needed to handle both alien species and things like https://www.drivethrurpg.com/product/262129/Cepheus-Light-Traits (which will be included by default in the next edition of Cepheus Light).
JOAT can also be handled this way, see #57
Basically, if something is innate to a character, but is neither a skill nor a psionic power, it should probably be a trait.

Describe the solution you'd like
Add a new item type 'trait', that would have 'key','name','level','description' to start with. Then add them to the character sheet (probably a new tab, possibly a new list below skills).

This is intended to support all 'this character breaks a particular rule' situations.
In the long run these (along with items) should also have Active Effects.

Describe alternatives you've considered
Keep adding ad hoc comments in Notes.

Additional context
https://www.orffenspace.com/cepheus-srd/character-creation.html
https://www.drivethrurpg.com/product/262129/Cepheus-Light-Traits

@jonepatr
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jonepatr commented Jan 6, 2021

Could this be a way to handle weapon traits as well?

@xdy
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xdy commented Jan 7, 2021

That is indeed what the "traits":[] line in gearTemplate in template.json was intended for, though it's never been used.
And, now that I look at it, CL has weapon aspects, not traits, so I guess the "traits" on gear should be removed and replaced with "aspects" instead. For CL rate of fire should be removed, and replaced with looking at 'level' in the 'AUTO' aspect, if any.
I'll make an issue for the above.

@jonepatr jonepatr added this to the 0.8 milestone Jan 20, 2021
@jonepatr
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Would this be a good place to use the active effects?

@marvin9257
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We can close this one, I think.

jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Dec 29, 2021
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Dec 29, 2021
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Dec 29, 2021
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Dec 29, 2021
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Jan 2, 2022
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Jan 3, 2022
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Jan 3, 2022
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Jan 4, 2022
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Jan 7, 2022
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Jan 9, 2022
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Jan 12, 2022
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
@jonepatr jonepatr removed this from the 0.8 milestone Jan 13, 2022
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Jan 13, 2022
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Jan 14, 2022
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Jan 20, 2022
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
jonepatr added a commit to jonepatr/twodsix-foundryvtt that referenced this issue Jan 21, 2022
Previsouly adding a trait did not affect the actor. This change makes
it so that a trait is an active effect and can change the
actor.

Fix xdy#272
@marvin9257 marvin9257 linked a pull request Jan 6, 2023 that will close this issue
2 tasks
@marvin9257 marvin9257 removed a link to a pull request Jan 24, 2023
2 tasks
@marvin9257 marvin9257 linked a pull request Jan 24, 2023 that will close this issue
2 tasks
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3 participants