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misthero avatar misthero commented on August 30, 2024

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

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TesseractLaboratories avatar TesseractLaboratories commented on August 30, 2024

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?

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TesseractLaboratories avatar TesseractLaboratories commented on August 30, 2024

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)

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TesseractLaboratories avatar TesseractLaboratories commented on August 30, 2024

image
image
image
image

my module/Foundry versions

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misthero avatar misthero commented on August 30, 2024

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.

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TesseractLaboratories avatar TesseractLaboratories commented on August 30, 2024

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.

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misthero avatar misthero commented on August 30, 2024

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.

immagine

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misthero avatar misthero commented on August 30, 2024

Tim updated DAE anyway, now it should support this module too.

https://gitlab.com/tposney/dae/-/blob/master/Changelog.md

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