twodsix-foundryvtt icon indicating copy to clipboard operation
twodsix-foundryvtt copied to clipboard

Implement Traits

Open xdy opened this issue 4 years ago • 4 comments

Is your feature request related to a problem? Please describe. Needed to handle both alien species and things like https://www.drivethrurpg.com/product/262129/Cepheus-Light-Traits (which will be included by default in the next edition of Cepheus Light). JOAT can also be handled this way, see #57 Basically, if something is innate to a character, but is neither a skill nor a psionic power, it should probably be a trait.

Describe the solution you'd like Add a new item type 'trait', that would have 'key','name','level','description' to start with. Then add them to the character sheet (probably a new tab, possibly a new list below skills).

This is intended to support all 'this character breaks a particular rule' situations. In the long run these (along with items) should also have Active Effects.

Describe alternatives you've considered Keep adding ad hoc comments in Notes.

Additional context https://www.orffenspace.com/cepheus-srd/character-creation.html https://www.drivethrurpg.com/product/262129/Cepheus-Light-Traits

xdy avatar Jan 03 '21 15:01 xdy

Could this be a way to handle weapon traits as well?

jonepatr avatar Jan 06 '21 11:01 jonepatr

That is indeed what the "traits":[] line in gearTemplate in template.json was intended for, though it's never been used. And, now that I look at it, CL has weapon aspects, not traits, so I guess the "traits" on gear should be removed and replaced with "aspects" instead. For CL rate of fire should be removed, and replaced with looking at 'level' in the 'AUTO' aspect, if any. I'll make an issue for the above.

xdy avatar Jan 07 '21 09:01 xdy

Would this be a good place to use the active effects?

jonepatr avatar Feb 14 '21 12:02 jonepatr

We can close this one, I think.

marvin9257 avatar Nov 11 '21 23:11 marvin9257