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[Feature Request] Compatibility with WFRP4e "applied effects" #47

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Forien opened this issue Jul 7, 2023 · 0 comments
Open

[Feature Request] Compatibility with WFRP4e "applied effects" #47

Forien opened this issue Jul 7, 2023 · 0 comments
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enhancement New feature or request tracked Issue created in separate board

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@Forien
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Forien commented Jul 7, 2023

Please add compatibility with WFRP4e's "applied effects".

Background

WFRP4e add a very powerful feature to active effect, specifically it allows to run scripts (mini-macros) with them, depending on certain triggers like "Calculate Damage", "Pre-Weapon Test Roll" etc.

"Applied effects" are type of effects (neither Temporary, Passive or other), that have scripts set to trigger Manually Invoked, meaning that those effects are basically skills/effects that players can trigger at will (for example a Healing Potion is a type of Applied Effect)

Since they can be manually invoked, but otherwise are treated as a normal Passive effects, DFreds Effects Panel does not show them as triggerable, unless "Show Passive Effects" is enabled.

On the other hand, "Show Passive Effects" in WFRP4e is more or less useless, since it would very quickly fill with over a dozen of effects like passive talents, injuries etc.

Request

So my feature request is that I would love it, if you were able to add specific support in case of WFRP4e to show Applied Effects as "triggerable effects".

Worth mentioning is that they Applied Effects can also be "temporary effects", which means that they can be manually invoked by the players, but only as long as the effect has duration left.

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@Forien Forien added the enhancement New feature or request label Jul 7, 2023
@DFreds DFreds added the tracked Issue created in separate board label Feb 7, 2024
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