Add `isElectronic` / `providesHardening` to Gear
Intent
- Adds an
isElectronic
/providesHardening
flags tocyberdeck
cyberware
gear
itemUpgrade
- Updates items in compendia with flags
- Migration for world/owned items
- Add
Get EMP'd Items
System Macro - Adds utility script to get translated names from Babele files
-
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
Fresh World
- Create new Gear Item
- Can set it to be
Electronic
/providesHardening
in Settings - Check it has
Electronic
shown in the Description Sidebar - Review the changes to
packs/gear
check if an item should be electronic or not and confirm it hasisElectronic
set correctly
Macro Testing
- Create some Actors (Character/Mook)
- Add them to a Scene
- Add/Install Cyberware
- Add some Shielding/Hardening Cyberware
- Add some Meat Cyberware
- Add some Cyberware items (
Battleglove
etc.)
- Add some Cyberdecks
- Add Shielding/Hardening Upgrades to a Cyberdeck
- Equip some Cyberdecks, Own some of Cyberdecks, Carry some Cyberdecks
- Add some electronic and non electronic Gear
- Electronic:
Agent
,Linear Frame
, etc. - Non-Electronic:
Kibble
,Rope
, etc. - Equip some Gear, Own some of Gear, Carry some Gear
- Electronic:
- Repeat on multiple Actors
- Import
Get EMP'd Items
Macro - Select some Actors in the scene
- Run the Macro
- Should output a Chat message with 2 items selected
Migration
As per src/modules/system/migration/scripts/009-isElectronic.js
we do a best effort to migrate world items with the same names as the items in the compendia. Testing a migration would be prudent.
- It should output 2 of (or 1 of if they only have 1):
- Installed Cyberware (non Shielded/Hardened)
- Equipped/Carried Cyberware Gear (non Shielded/Hardened)
- Equipped/Carried Cyberdecks (non Shielded/Hardened)
- Equipped/Carried (Electronic) Gear
Example:
Test Migration
- Checkout
dev
/Build/Load Foundry - Create some Actors (Character/Mook)
- Give them some Electronic/Non-Electronic Gear
- Electronic:
Agent
,Linear Frame
, etc. - Non-Electronic:
Kibble
,Rope
, etc.
- Electronic:
- Close Foundry
- Checkout
ryanw/electronic-items
/Build/Load Foundry - Load world
- Let Migration finish
- Check electronic/non-electronic items have migrated
Additional Notes
Much like Concealability this isn't really used directly within the system but is useful for applying the effects of an EMP in a macro, module developers, future automation etc.
Edited by Ryan Walder