Add `isHardened` to `derivedStats`
Intent
Add isHardened
getter to derivedStats
following the rules in Danger Gal Dossier pg 150:
We then use this data to display if a character is considered hardened on their character sheet and list the reasons:
-
This is meant for a hotfix -
This is meant for the next release (see milestone) -
This needs more reviewers than normal; there may be controversy or high complexity -
This intentionally introduces regressions that will be addressed later -
There is/will be documentation changes on the wiki -
Please do not send commits here without coordinating closely with the owner -
This is a Build System change
Related Issues
Steps to Test
- Checkout/Build/Load
- Create Character
- Configure each way a character can be hardened following DDG pg 150
- Martial Arts
- Create a new skill (or multiple) with the
skillType
ofMartial Art
it can have any name - In the tooltip it should show with the human readable name of the skill
- Create a new skill (or multiple) with the
- Attack at >= 15
- Create or edit a weapon to have a non-standard attack skill (EG:
Stealth
) - Make sure that skill + stat + mods = 15 or more
- Skill should show in reason tool-tip
- Create or edit a weapon to have a non-standard attack skill (EG:
- Active Effects
- For all rules which are based on stats/skills should be affected by Active Effects bonuses
- Martial Arts
- A shield will appear over the Character's Image on the sheet once any of the conditions are met
- Hovering the shield will list the reason the character is considered hardened
- Switch to another language
- While we don't have full translations things like STAT names should be translated within strings
Note: Requires !1246 (merged) to be merged before this as it builds upon that work
Future Work
This datapoint could be used in any future mook/encounter generator.
Edited by Ryan Walder