[Feature Request] Deal Damage to Targeted Tokens
Havoclivekiller opened this issue · 2 comments
Sometimes you want to deal damage to tokens and not do the math. While a lot is automatic, right now, we don't have the revamp to Overcast rules from the Winds of Magic rulebook, thus I was doing any damage by hand. I did make a 'weapon' to deal damage from that but it takes +SL to increase damage (need to play around with that).
What I would like to see is a macro that takes tokens targeted by GM, pops a window, and allows to choose to Ignore TB/AP as well as how much damage to input. The macro should consider Ward and Robust, and any other effect that would decrease damage (not counting custom ones in Effects).
Thanks for the suggestion @Havoclivekiller . I'll come back to this once I've got v10 sorted. In the meantime, initial thoughts:
- The basic implementation should be straightforward, and would use the applyBasicDamage() actor method.
- The method allows to choose whether to
set minimum 1 damage
, which seems like a good option to include. - Ignoring armour is trickier, as you need to know the armour location. By default, 'body' is assumed by the actor method, but I guess being able to specify hit location (appropriate to the token targeted) ought to be an option too. At which point, things start getting more complex.
- Catering for different Talents adds more complexity. Be good to have a list of what needs to be factored in.
- Entering a preset amount of damage makes sense for an initial implementation.
- Is there a use case for this to be randomised? I'd expect the UX be to use the same field to enter dice syntax instead of a plain number.
- Randomised per target, or once for all targets?
Some things to mull over.
There's a macro sorted for this. But I've decided to convert it into a Toolkit application, much like Group Tests. That way I can leverage a more consistent UI and some underlying reusable features.
- Pre-selects targeted tokens or party/entourage members if none are targeted or present in scene (can be manually tweaked in UI)
- Validates damage to ensure an integer or a valid roll formula is submitted
- Option to randomise hit location and/or damage for each target
- Select hit location, or none, or random (based on individual tokens hit location, of randomising for each token)
- Options to ignore TP and/or AP
- Single chat message to summarise damage to individual targets
- Summary message shows hit location and random damage if applicable
- Summary message shows which targets are reduced to 0 Wounds
- Summary chat message is a GM whisper to avoid spoilers about adversaries
- Default settings are good for most of the Other Damage mechanics in Core Rulebook, such as exposure, thirst, falling short distances (1d10 damage, less TB, ignoring AP)
- Localisation - a lot of new terms to add
- Add a funky new macro icon in keeping with the rest of the Toolkit
Once those final bits are sorted, then it's good to ship.
I might eventually get round to adding
- a silent run version for one click macro operation
- chat command
- reason field to explain why characters are getting hurt