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WIP: feat: add active effects to items #762
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This pull request is now in conflicts. Could you fix it? 🙏 |
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This pull request is now in conflicts. Could you fix it? 🙏 |
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This pull request is now in conflicts. Could you fix it? 🙏 |
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Hmm...I can't find this file in the folder - or anywhere when I search - except for another program |
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I went through the Active effects PR and it looks great. I pushed a commit with some suggested styling tweaks. I also fixed a missing label for the effect on create. One thing I noticed it that if the item is dropped into a ship's locker, the active effect can't be edited. Is that the desired function? (duplicate message from discord) |
This pull request is now in conflicts. Could you fix it? 🙏 |
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This pull request is now in conflicts. Could you fix it? 🙏 |
Replaced by #1197 |
NOT READY FOR MERGE as it depends on the migration PR.
What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)
feature
What is the current behavior? (You can also link to an open issue here)
Previsouly adding a trait did not affect the actor.
What is the new behavior (if this is a feature change)?
This change makes
it so that a trait is an active effect and can change the
actor.
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)
It comes with a migration to ensure backward compability.
Other information:
Fix 272