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Feature Request: Add toggle to prevent negative conditions from expiring #355
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What do you think about adding toggles to make a condition persistent and add immunity...so you still have to manually enable/disable those special state, but can at least preserve the condition as required by card. |
I think that could work. Just talking it through. So, when toggled on, a condition would be persistent (can't be removed through normal means) and have immunity (so won't actually affect the character). Also, since it on an individual basis, you can freely add (or remove if required) conditions without affecting the others. Yeah, I think that could work. |
As always, I hope I didn't break anything, because that condition stuff is really a mess 😅 . So I have now removed the extra permanent condition from the specific classes, instead now there are two toggle on the bottom for setting a condition as permanent and to set an immunity for a condition. What I really wasn't able to test in the short time now is, if immunity is really considered on every condition apply. I tested the obvious one, wound, poison, brittle and regenerate, but it would be really nice if you or someone else can play around with this. In general you should achieve your needs, by setting a condition to permanent and immunity at the same time. So checkout v0.72.0 |
That's amazing, thank you. I just took a very quick look at it and it seems to work great. Unfortunately due to real world happenings my group and I won't be able to test it for a couple of weeks, but if/when we find any issues, I let you know. |
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Example for 2 and 4: Immunity behavior with pre-applied condition:
Permanent condition behavior with pre-applied condition:
I would expect the behavior to be the same on both. I hope this clears it up. |
Okay, this is just bad UX, because the behavior is not the same on purpose. You can't have non-permanent and permanent condition at once, like the permanent is just toggling permanent of one condition, so for example, you can have wound and then toggle that wound is permanent or not. But it's technically and logical the same condition. So you can deselect, select etc. But the immunities are not conditions, but immunites. They just use the same condition interface, but you can have a condition and a immunity of that condition at once (explicit requirement if this issue, with combination of permanent to not automatically remove condition), but you can't have a permanent condition and a non-permanent condition at the same time. If you have wound, you have wound. Permanent just toggles if it is removable automatically (through heal) for example or not. So the expectation is wrong, and that caused by my bad UX, cause the toggles for permanent and immunity appears same, but it's technically and logical a different behaviour. Think of immunities as of immunities on a stat card. That's an immunity, not a condition (while of cause permanent condition is a condition). |
Is your feature request related to a problem? Please describe.
The Shackles class has an ability that "During this and the next four rounds, you are unaffected by negative conditions you have, and they cannot be removed". However this is counter to how it normally works so at the end of each turn some conditions will expire (Disarm, Immobilize, etc), or at the beginning of the turn Wound triggers, or being hit triggers certain conditions (Poison, Brittle), or a heal removing conditions heal can remove (Wound, Poison, Brittle, etc) and not healing if there was Poison. So for the duration of the ability, you must keep a close eye on if any negative conditions expire and/or replace lost health from a Wound.
There is actually a perk that does a similar thing but only when Long Resting.
Describe the solution you'd like
The Fist class has a persistent ability card that refreshes Regen at the start of it's turn and there is a toggle to turn that feature on/off. I realize this is more complicated than that, but could there be a similar toggle to prevent negative conditions from triggering or expiring, or being affected by heals. As well as allowing new negative conditions to be added, but still not triggering or expiring while toggle it on.
Describe alternatives you've considered
If that is too complicated (or too much work), could there be a way of replacing the actual negative conditions (that have coding behind them) with "fake" negative conditions (just an image, no coding linked the them) while the toggle is on?
Additional context
I know beginner level coding, so all of this is well beyond my understanding, so I don't know really how difficult this would be to implement. It would just be a very nice to have for those playing Shackles.
Cheers!
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