5e AEs

I've been messing pretty heavily with some Active Effect assumptions and mechanisms in 5e. This is my take on an Active Effect Sheet which trims way back on the number of 'useless' fields visible at once, and tries to derive as much as possible from the source item.
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Calego•869d ago
The sheet makes use of datalists and a curated list of actor attributes to provide hinting/searchability, while maintaining the ability to enter whatever if needed:
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Daniel Thorp•869d ago
I like the descriptions in the datalist 💯
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Calego•869d ago
Furthermore, the module aims to make application of these effects easy for a GM. If the "Active" Effect targets "Self", the effect is automatically put on the actor using the item. If the "Active" Effect targets ... not-self... the GM gets a chat message with effects listed out to be dragged onto tokens (or maybe one-click applied to targeted tokens, havn't gotten that far yet)
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Unknown User•869d ago
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Daniel Thorp•869d ago
The chat message is dope I would maybe add a gap between the columns here
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Unknown User•869d ago
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Daniel Thorp•869d ago
How come there is no border around non-focused inputs? It looks clean, but it's a bit of a misleading UX
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Calego•869d ago
still very WIP I've been going back and forth about this tbh... I feel like this could be derived entirely but I'm not 100% sure lol the code's messy as fuck. Working around the wierd assumptions AEs have baked in is a challenge
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Unknown User•869d ago
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Calego•869d ago
yeah, i'm most concerned about cases where an item or potion or something has several different effects of different targets/durations/etc
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Unknown User•869d ago
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Calego•869d ago
I'm also not tackling duration exipry in this, that's a whole can of worms... I'm aiming to make it as easy as possible for GMs to manually manage effects.
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Unknown User•869d ago
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Calego•869d ago
tbh i almost didn't put duration on this... but if nothing else it will populate the AE data correctly, and it'll be visible as a refernece
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Unknown User•869d ago
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Calego•869d ago
can probably seed that data with the item's data, and if the item has a duration it might not need to be editable on the effect will have to keep looking for the one case that ruins everything 😛
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Unknown User•869d ago
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Calego•869d ago
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Calego•869d ago
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Calego•869d ago
successkid
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Unknown User•869d ago
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Wasp•869d ago
This is brilliant!
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Ikaguia•869d ago
Could always go with an editable field that defaults to derived data
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Calego•869d ago
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Calego•869d ago
targeted tokens preserved at time of item usage, so the GM can do this even if the player has un-targeted/retargeted things
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ccjmk•868d ago
this looks wonderful! my only little input is that the icon tint color could probably be just a color on the side of the label, the big rectangle looks a little weird spacially
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