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suggestion: integration with DFreds Convenient Effects

Open dirusulixes opened this issue 3 years ago • 2 comments

Similarly to what is done for CUB, maybe the module could use the Exhaustion active effects defined by DFreds Convenient Effects module, if present.

dirusulixes avatar Aug 26 '21 22:08 dirusulixes

This has the code required to add/remove an effect: https://github.com/DFreds/dfreds-convenient-effects/blob/main/scripts/effect-interface.js

It lives on game.dfreds.effectInterface. If helpful, I could add a hasEffect method to the effect-interface.

DFreds avatar Sep 15 '21 15:09 DFreds

Could add code that checks whether CUB or CE is in effect (hopefully not both) and if CE is there then use it's interface else if CUB is there use it's interface.

Another option to do this is to use the generic status effects on the tokens instead of a specific CUB or CE integration. This would also add compatibility for other modules that just change the status effects that are available in the token HUD without adding any active effects. Monk's Little Details can do that, but I'm not sure it adds separate ones for the different exhaustion levels. Anyways, this would add "Exhaustion 1" to a token:

const effect = CONFIG.statusEffects.filter(e => e.name === "Exhaustion 1")[0];
token.toggleEffect(effect, { active: true });

I tested it with CE and it puts the icon on the token and the active effect on the character sheet. It should work fine for CUB if it adds an active effect on top of just the icon. The catch is we'd have to add an updateToken hook to detect if a simple status effect was added without any active effects tied to it, but it should be an easy one. Not too different than the existing createActiveEffect and deleteActiveEffect hooks.

kaelad02 avatar Jul 15 '22 00:07 kaelad02