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Effects on actor also applied to dancing light tokens. #44

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k3tw13z3l opened this issue Jan 17, 2023 · 3 comments
Open

Effects on actor also applied to dancing light tokens. #44

k3tw13z3l opened this issue Jan 17, 2023 · 3 comments

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@k3tw13z3l
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I noticed that active effects on the character actor are also effecting the 'dancing lights' tokens that are created.

@lupestro
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The Dancing Lights tokens are implemented as additional tokens owned by the same actor. I'm asking around about possible alternative implementations and pros and cons, but I wouldn't expect this to be addressed quickly.

For the record and possibly to improve the urgency of this, ;) what is the impact of this issue during gameplay?

@lupestro
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lupestro commented Feb 25, 2023

Okay, I have some idea now what would be involved and it isn't pretty.

I'd need the light tokens to not be linked with the actor in the usual way, but to be completely independent of the actor as far as the system and Foundry are concerned. This means that a lot of useful things we get for free will no longer happen. There's a lot of system housekeeping that wouldn't happen unless the module explicitly did the work. For example, if the actor is removed from the scene, the lights won't go with it unless the module looks for the change, etc.

To ensure we can do these things, the module would need to associate them via a module flag, something the system doesn't know to do anything with, and use the flag to track what dancing lights are on the scene. That's just "small matter of programming", significant work but not a huge deal.

However, then we'd have to identify every potential actor behavior that would have affected these tokens when they were associated with an actor, take an event for when the trigger occurs, and replicate what would have happened. We'd have to update that behavior accordingly whenever the default Foundry or system behavior changes across all the systems. This makes it a potentially destabilizing change.Knowing I'm only a bear of little brain and not wanting to add a feature that guarantees some number of patch releases, I'd be reluctant to make a change of this sort unless the impact was really compelling.

I'll keep my ear to the ground for a way to nullify the impact of an actor's active effects on a specific token, perhaps a function to override. However, there's no telling what other modules would be doing with active effects. They could be walking an actor's tokens independently from the actual active effect calls, in which case, there's nothing for us to intercept. In the worst case, this would invoke the worst imaginable knot of inter-module interdependence. So, again, with no Foundry support for exempting tokens from visualizations of active effects, this is no place I'd want to go.

@k3tw13z3l
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There is not really an impact (as far as I'm concerned) but it did look a bit odd when the tokens get 'summoned' they all have the same effects as the 'summoning actor'. But I can imaging scenarios where it does effect gameplay, an aura effect from an item or something that also gets placed on a dancing light could have an impact....

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