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Is your feature request related to a problem? Please describe.
My campaign world has a debilitating plague, and I have no easily automatable way to handle that.
Describe the solution you'd like
Currently, Active Auras applies an Active Effect to tokens within the aura 100% of the time, and removes the Active Effect when the affected token leaves the aura 100% of the time.
So simulate the behavior of a contagious disease, I propose something like the following:
1.) A token has an Active Effect with an Aura representing a contagious disease. The Aura represents the radius of the contagiousness.
2.) When a second token enters the Aura's radius, one of the following happens:
2a.) A Percentage die is rolled against a configurable DC, or
2b.) A saving throw or something similar is rolled against a configurable DC
3.) If the above roll results in a failure, the second token gains the Active Effect, i.e. they catch the disease.
3a.) After a certain, non-instant time (perhaps defined by "about-time" or another similar module), this second token's Active Effect gains an Active Aura with the same settings as the original. (this keeps the disease from instantly jumping to every token in a crowded canvas space)
4.) When the second token leaves the original token's aura, the Active Effect doesn't go away. (This differs from the standard behavior where leaving the Aura removes the effect). They keep the "disease" Active Effect and can therefore keep spreading it to other tokens.
Describe alternatives you've considered
I've attempted to make a macro which handles this but I've run into looping-chain issues as well as errors resulting from Active Auras attempting to remove Active Effects which were no longer present on the token.
Additional context
Add any other context or screenshots about the feature request here.
The text was updated successfully, but these errors were encountered:
The best way to deal with this would be a world script which is trigger by an active auras effect. The works script could then deal with the immunity/contagion
Is your feature request related to a problem? Please describe.
My campaign world has a debilitating plague, and I have no easily automatable way to handle that.
Describe the solution you'd like
Currently, Active Auras applies an Active Effect to tokens within the aura 100% of the time, and removes the Active Effect when the affected token leaves the aura 100% of the time.
So simulate the behavior of a contagious disease, I propose something like the following:
1.) A token has an Active Effect with an Aura representing a contagious disease. The Aura represents the radius of the contagiousness.
2.) When a second token enters the Aura's radius, one of the following happens:
2a.) A Percentage die is rolled against a configurable DC, or
2b.) A saving throw or something similar is rolled against a configurable DC
3.) If the above roll results in a failure, the second token gains the Active Effect, i.e. they catch the disease.
3a.) After a certain, non-instant time (perhaps defined by "about-time" or another similar module), this second token's Active Effect gains an Active Aura with the same settings as the original. (this keeps the disease from instantly jumping to every token in a crowded canvas space)
4.) When the second token leaves the original token's aura, the Active Effect doesn't go away. (This differs from the standard behavior where leaving the Aura removes the effect). They keep the "disease" Active Effect and can therefore keep spreading it to other tokens.
Describe alternatives you've considered
I've attempted to make a macro which handles this but I've run into looping-chain issues as well as errors resulting from Active Auras attempting to remove Active Effects which were no longer present on the token.
Additional context
Add any other context or screenshots about the feature request here.
The text was updated successfully, but these errors were encountered: