Comments (8)
Sorry, I investigated, you are right, but I don't know why..
This module is doing nothing special, just creating the skill in a similar fashion as the the dnd5e system does.
When you click on the proficiency icon this module is doing nothing, is just the base dnd system doing his things.
If the base system is working and the proficiency is added correctly when you click on the icon than something is wrong with active effect in my opinion.
I will investigate more anyway
from dnd5e-custom-skills.
From what I can see, the data structure of how the custom skills are stored is different from how the dnd5e system stores skills. The first console screenshot in my original post shows this comparison - see that acr
has a "bonuses" entry, containing both check
and passive
, while cus_1
does not (this has actually caused difficulties with other macros attempting to modify the passive bonus, since the custom skill doesn't have this field).
Wondering if the difference in structure is causing the issue when the dnd5e system tries to process the data?
from dnd5e-custom-skills.
Would it be unreasonable for a minor update to bring the overall structure to match the way the current dnd5e system is storing skill data? (shown in the screenshot for acr
)
from dnd5e-custom-skills.
my module/Foundry versions
from dnd5e-custom-skills.
Would it be unreasonable for a minor update to bring the overall structure to match the way the current dnd5e system is storing skill data? (shown in the screenshot for
acr
)
that won't solve the problem, just try this file that introduces the bonuses object in the skill if you don't believe me:
dnd5e-custom-skills.zip
my guess is that DAE is doing his own calculation based on default skills and not doing those calculations if it is a new skill that the module doesn't expect.
from dnd5e-custom-skills.
It's strange that it does successfully apply the proficiency check-mark, the sheet just doesn't calculate the actual proficiency. I'll see if maybe I can set the other fields manually in the effect.
Is it still possible to include the bonuses object in a future update?
Even if it doesn't fix the proficiency issue, it would be nice to assign passive and active bonuses separately to custom skills, and I wonder if updating the default skill object being added would allow that.
from dnd5e-custom-skills.
I talked with DAE developer, he will try to roll out a fix, the problem is not in this module.
also, if you disable dae, active effects will work and proficiency correctly applied.
from dnd5e-custom-skills.
Tim updated DAE anyway, now it should support this module too.
https://gitlab.com/tposney/dae/-/blob/master/Changelog.md
from dnd5e-custom-skills.
Related Issues (20)
- Feature Request: Expanded max Skill HOT 1
- Skills not hidden on NPC sheets HOT 1
- Feature Request: Alphabetize List of Skills HOT 1
- Breaks DnDBeyond Character Sheet for 5e HOT 2
- (Issue) Tidy5e causing skill ability modifier to go to dex & not using new stats HOT 4
- [BUG] CSS issue with tidy5e-sheet HOT 5
- Issues with custom abilities and skills that reference them. HOT 1
- Do not hide skills HOT 3
- Sheet breaking attributes line in Tidy5e
- Module Active but no configuration entries HOT 5
- Custom ability cannot be selected as default ability HOT 5
- Conflict with DAE HOT 8
- Allow modifiers in the new skills
- Passive skills and named effects HOT 2
- Modifier from effects get applied twice HOT 2
- Skills Not Appearing HOT 1
- NPC Character Sheets not Triggering CUB. HOT 4
- Can't Find the Mod Listed on Foundry and the URL installation don't work either.
- More custom things, as an example proficiencies.
- No longer works with DnD 5e 3.0 update HOT 6
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from dnd5e-custom-skills.