Comments (5)
Unfortunately you'll need to update to the latest version which is only supported in v11
Well - shut this down then, bc I can't if you look at the specs of my rig. The PC just simply can't handle the issues V11 causes, and my group was in the same space before I rolled back. Poverty sucks.
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In the "Custom Check" condition, you could enter something like:
actor.appliedEffects.some(e => e.statuses.has('fear'))
from active-auras.
For the targets hp, try:
actor.system.attributes.hp.value < (actor.system.attributes.hp.max/2)
You can't currently target the effect origin actor this way for the second example.
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In the "Custom Check" condition, you could enter something like:
actor.appliedEffects.some(e => e.statuses.has('fear'))
I should have probably stated this previously, but I'm working with V10 B312 Foundry, on Forge, with D&D 2.3.1 - both V10.312 and D&D 2.3.1 hardcapped to not update (had issues with updating beyond this, and my toaster/ potato PC can't even Handle V11 at all - a stock Acer Aspire TC-885 w a NVidia GeForce GT-710; i.e. - a toaster).
Also, sadly, I really can't code Javascript yet, but I tried putting your code in verabtim and it comes up as "undefined" - even in F12 console; not true or false like I think it should. I also tried 'frightened', since that is what my status calls the condition. Didn't work. I wonder if there would be a way to test against the convenient effect rather than the status effect, since I use DFred's CE to apply status conditions? That may be getting into a rabbit hole though.
Don't mean to put you out, but I kinda need the spoonfed version; however, if there were comments in code to describe how this works, that would help me wrap my head around the changes since Netscape Navigator and Internet Explorer were the only browsers out there, and AOL was in it's death spasms (a.k.a; the last time I learned Javascript, when it was totally DOM dependent and far more limited than it's complicated but robust code now. Learning it now seems like when I tried to learn Perl and PHP back in the day; and I've forgotten more than I can remember of those days. Still know my HTML 4.0 though! LMAO!)
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Unfortunately you'll need to update to the latest version which is only supported in v11
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Related Issues (20)
- AA on items aren't applied to other characters HOT 2
- Console error on token movement HOT 1
- Space vs hyphen in name in FVTT package directory HOT 1
- script attempts to change the value of a getter HOT 3
- Effect that ignore self does not work HOT 2
- [SWADE] Weird aura display issues HOT 1
- Aura effects aren't applied HOT 5
- [BUG] When token is updated that exists on a different scene, module throws error HOT 4
- "Auras in combat" setting has wrong default value
- Condition Check Improvement: Origininating Actor data HOT 1
- Aura applies to tokens multiple times
- Auras are not propagated HOT 1
- Where is the Apply while inactive option? HOT 2
- [BUG] Ignore Self Applying to Self HOT 6
- [Suggestion] Adding an option to display a faint ring on the edge of an aura. HOT 1
- Add creature subtypes to the type of creature option HOT 3
- ERROR CAUGHT in RemoveActiveEffects Error: Undefined id does not exist in embeddedCollection collection HOT 2
- Adding a placeholder token in the combat tracker can lead to TypeError Undefined when reading document in AAHooks.mjs:51
- Minor Incompatibility with Effect Macro and Active Token Effects HOT 1
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