effect mechanic searching

I need someone to check me on a null hypothesis I'm making.
There are no abilities in 5e RAW which affect both the caster and a target in a different way (excluding damage).
An example of the kind of mechanic I'm looking for: "When cast, the caster gains immunity to the poisoned condition and a creature within xft gains resistance to it." Plenty that affect all targets the same (and can include the caster in the targets), e.g. Bless. Plenty that affect other things the same and the caster not at all, e.g. Bane. I can think of 2 spells which have different 'hp effects' for caster and target: - Life Transference makes the caster take damage while the target heals. - Warding Bond has an affect on the target but the caster only takes damage.
C
Calego880d ago
Holy weapon almost fits this bill: First Target gets weapon perks. Burst to affect other targets negatively. Divine Word has the potential to affect each individual target differently.
UU
Unknown User880d ago
B
BadIdeasBureau880d ago
Vampyric Touch is similar to Life Transference. Ice Knife has two distinct sets of targets (initial target, then aoe around them) Casting resurrection on a creature that has been dead for more than a year imposes a status effect on the caster Wither and Bloom also has two distinct target sets (damage creatures of choice in an AoE, heal one creature in same AoE) Hex is an extra d6 of damage for the caster against the target (which in foundryland is probably a buff on the caster), and an ongoing debuff to the target. Wait just spotted the "excluding damage", oops
C
Calego880d ago
Yeah without damage in the equation, this is a much different problem Resurrection is interesting
B
BadIdeasBureau880d ago
Yeah, I think Hex is the closest thing here. Though it does require more than core active effects to get it working anyway (my implementation is using midi QoL and a lot of macro poking). I'm sure there's another thing where I've needed to do "one effect on caster, a different one on target", but I can't remember what it was and it was definitely a while ago.
C
Calego880d ago
It's an interesting thought that's just incorrect enough that I think I can invalidate my null hypothesis The next step after this hypothesis was "Any given Item needs a maximum of one Active Effect." And this we've definitely invalidated. There's too many examples of spells or abilities that have multiple outcomes which would be best represented as several Active Effects, only one of which is applied to the target. Thanks Folks! --- Oh another next step I was looking for is:
"Any given Item's Active Effects either apply to a Target or to the Item's Owner."
Hex, Favored Foe, Vow of Enmity, etc are problem children because neither direction of thinking about them really works well in foundry-land IMO. The effect is on the target, but the caster gets special behavior when targeting that target with a different ability.
B
BadIdeasBureau879d ago
Yeah, the way Hex is implemented in MidiQoL land is via a DamageBonusMacro effect applied to the caster, which fires off a macro whenever the caster rolls damage which checks whether the target has the Hex effect (or can be done using flags on the caster with an ID for the target rather than checking for the Hex effect on the target), so generally requires active effects to be created on both caster and target (which I've done by creating the actor's AE via a macro rather than having it on the item)
C
Calego879d ago
I'll be honest I'm still not fully on board the 'using an effect to run a macro' train. For now I'm limiting my thought experiments to only what core can pull off, and maybe some light changes to the system in the spirit of core's abilities.
UU
Unknown User879d ago
Want results from more Discord servers?
Add your server
More Posts
Dialog shennaneginsTIL the button callbacks for `Dialog.prompt` and `Dialog.confirm` can be asynchronous. ```js const Advancement Hooks@kandashi @ccjmk and anyone else who is currently working on modules that would interact with the AdAPI doc topicsGive me some ideas for what areas of the foundry core API would benefit from a wiki documentation paDiscord Permission IssueOh, I think you also need a Typescript roleDevelopment-APIA new section of the Wiki was created today: `development/api` This section is dedicated to documentitem to actors scriptI have this macro for updating actors in a compendium with spells from a compendium of spells (i.e. Primary and Embedded UpdatesTIL how to update embedded documents at the same time as parent documents. ``` game.actors.getName(compendium errors upgrading to v9hmm im not entirely sure how this will work though.. because I did just a quick smell test to my modBlind Chat MessagesAnyone have good examples of creating a chat message that should only be visible to a connected GM, compendium shennaneginsTIL about `CompendiumContent.getDocuments` taking nedb queries. ``` game.packs.get('dnd5e.heroes').gwith just a parent class and the class name, is there a way to instantiate a new class?JamesB and @veterini have a question for y'all in #coc7-dev https://discord.com/channels/7323252527More Hooks 5ehttps://github.com/ElfFriend-DnD/foundryvtt-more-hooks-5e I'm going to try to use this library to hacreateEmbeddedDocuments issueI'm going to throw my code in a thread so I don't clutter this channel up with a wall of textBase Item@otigon it occurs to me that the new `baseItem` property on weapons and such is probably of interestCompendium loadinghmm ghost, I added some console.time tags here and there to measure the difference between loading oSkill and Ability bonusesA massive enhancement of Skills and Ability Checks/Saves allows them to be individually affected by 150 Sheet Changes@sdenec @lordzeel Sheet Changes required: - New Cog-menu for Ability Scores and Skills to support neDocumentData shennaneginsTIL: It is possible to `update` an Actor or Item's `data.data` with arbitrary information that isn'tflag shenanneginsTIL you can set the `flags` key on a document to whatever you want to (e.g. a string). This is a surraaeAfter some discussion yesterday in #active-effects , I decided to try to create a system-agnostic mo