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"Companion Endure Harm" companion-health button

Open ben opened this issue 3 years ago • 3 comments

It'd be nice to see if we can track down all assets with health bars and include them in the move box and the roll dialog.

That might get tricky, not all assets with numeric tracks are tracking health - Lightbearer uses the track for something else, for example.

ben avatar Aug 19 '21 13:08 ben

for dataforged, the safest way to accomplish this is checking the Asset['Condition Meter'].Aliases key.

Screen Shot 2022-03-31 at 5 13 36 PM Screen Shot 2022-03-31 at 5 20 33 PM

the aliases correspond to the stats used in move/asset triggers:

Screen Shot 2022-03-31 at 5 24 34 PM Screen Shot 2022-03-31 at 5 21 29 PM

datasworn doesn't do this (though it will once i get around to implementing some dataforged-compatible data for it). best solution there would probably be to check for assets of the Companion type that have a bar named "Health". the only other asset with Health the Awakening ritual, but it isn't a Companion, so it technically can't trigger the Companion Endure Harm move and should be excluded.

rsek avatar Apr 01 '22 00:04 rsek

suggestion for an alternate/additional implementation: the inline "roll +companion health"/"roll +vehicle integrity" buttons in move/asset text could present a modal prompting the user to select which asset meter to roll with when multiple assets with a valid alias exist. if there's a single option, it could just roll it automatically.

rsek avatar Apr 01 '22 00:04 rsek

another possible approach: dataforged could add a key for "Associated moves" to asset condition meters. it would contain an array of objects that look like this:

interface IConditionMeterMoveInfo {
  Move: Move["$id"];
  /**
   * Whether the condition meter is used as a stat value,
   * or applied as an add to one of the move's standard rolls
   * @default "Stat"
  **/
  As: "Stat" | "Add";
}

that'd make it fairly easy to extend with custom content without an end user having to do a lot of extra annotation. might also be good to have some hint towards the originating IAlterMove/IAssetAbility, but for foundry-ironsworn's purposes that might be too much detail.

foundry-ironsworn's asset condition meter widget could then present some means of selecting which move to use (in addition to making the roll without any particular move like now), where the choice exists.

rsek avatar Jun 25 '22 03:06 rsek