Hi,
Any thoughts on supporting ability bonuses to be parsed from the "Advanced Effects" section of character sheet via a call to EffectManager35E.evalEffect()? Doing this, and then just replacing rEffect.sName with the result would expand the ability bonus into the numeric value in the combat tracker when the char is dragged over.
This is a rough proof-of-concept example with some debug comparing the original effect string vs. the parsed one at the end of updateCharEffect in manager_AE.lua:
Code:
sendEffectAddedMessage(nodeEntry, rEffect, sLabel, nGMOnly, User.getUsername());
local sParsedEffect = EffectManager35E.evalEffect(nodeEntry,rEffect.sLabel, nil);
Debug.chat(rEffect.sLabel,sParsedEffect);
rEffect.sName = sParsedEffect;
EffectManager.addEffect("", "", nodeEntry, rEffect, false);
Here's an example of a char sheet where using the above change I added two advanced effects that reference abilities - the Monk AC bonus (in this instance the monk is level 7 and gets a +1 and +[WIS]. The second effect example is Intimidating prowess, where the char's [STR] is added.
Attachment 52025
The resulting entries on the CT look like this:
Attachment 52026
Are there any downsides to doing this? I find it handy to have the ability score text reference in the defined effect on the char sheet so I can more easily remember where the number came from. Obviously, the numbers in the CT won't change if an ability changes in the middle of combat, but at least during downtime if you level up and an ability changes, it would be reflected the next time the char is dragged to the CT.
Cheers,
Brian