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[PC] Skill Tooltips

Feature Request

Short description of the proposed feature

I noticed that PC Attributes had Tooltip Descriptions and thought it might be beneficial for Skills to include Tooltips; however, these Tooltips include the three parts of "Common Uses", "Difficulty" and "Momentum Spends". This info can be found as bullet points under each skill in Core. See attached file.

Proposed implementation

the following code needs to be added to "en.json" and called like Attribute Tooltips are handled, but i can't figure it out. Sadly, some of these section say, "see another section", but i thought it better to leave as is, since it's just Bullet Pointed Info. I copied a bit of original code to show placement since i believe JS reads from top to bottom, starting at line 162 and now ends at line 193.

"soc": "Society", "dis": "Discipline", "sor": "Sorcery", "oth": " " },

"skillTitles": {

  `"acr": "Common Uses: Evading Ranged attacks and traps, performing acrobatic tricks, landing safely after a fall. `

</br> Difficulty: Armor, Difficult Terrain, Disruption or Distraction, Encumbrance, Poor Weather. </br>

Momentum Spends: M omentum is used to determine the overall look and style of the maneuver. Specific Momentum spends vary based on the circumstances of the test. An Acrobatics test made to dodge an attack can benefit from many of the combat-specific Momentum spends (see page 268), while a test to reduce falling damage allows Momentum to be spent to reduce the damage suffered, even allowing your character to land upright.",

"mel": "Common Uses: See Chapter Five: Action Scenes for more information. In addition, the skill can also be used to identify various types of hand-to-hand weaponry and the injuries they cause, recognizing weapon-based combat styles, proper maintenance of melee weapons, and other related topics. </br>

Difficulty: S ee Chapter Five: Action Scenes for more information. Noncombat uses are affected by Distance (distance to the weapon, or injury being identified), Unfamiliarity or Complexity (obscure forms of weaponry). </br>

Momentum Spends: See Chapter Five: Action Scenes for more information. Noncombat uses gain more detailed or more specific information with Momentum spent.",

EtCetera.

Reference

Core Skills Chapter, p55+, under each Skill headingen.json

Edited by randall schweiker