#Savaged.us Importer Challenges
1 messages · Page 1 of 1 (latest)
It's the Patch All Actors that's triggering the issue. I used to just write in the values directly. If a character had 6 armor, I assigned 6 to armor. If they had four Bennies, I assigned 4 to bennies.max. But once Patch All Actors ran, the numbers would get screwed up because the AEs would stack on top of those values.
That's why I was trying to create AEs for those changes to baseline values, but so many Abilities, Edges, and Hindrances do different things.
Right, have definitely seen that
I'm honestly wondering if it will become an either/or situation. You either import from Savaged.us or you use premium content.
I'm currently attempting to add AEs to at least some items during import, but now I've run into the issue that the AE isn't being transferred if it's part of the Actor data rather than created on an existing Actor.
We had that issue post v10 also
It worked good for bestiary items cause then we could just use the data without it being altered by effects
That may happen, which would be too bad
Agreed
We are exploring cooking more edge effects into the code rather than AEs, so it could also stabilize
Because to be honest, building a character in Foundry VTT is a PITA
AEs seem very clunky
It feels like a fragile way of manipulating data dynamically.
I always saw AEs for temporary things for spells and such, not for permanent abilities.
What would be interesting is if items had metadata instead.
(Maybe. I haven't thought that through.)
The whole approach has evolved organically, may be time to look and see if it is best
True
So I'm thinking of stripping out the update feature. This will focus the module on using Savaged.us for creating characters, but not maintaining them after initial import.
that makes sense
put management in the VTT or savaged.us campaign manager