[#509] Implemented Potency Check Method#1909
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krbz999
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you got an ability to test this with?
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We've got a lot of abilities with potencies already set up, but just for the two examples "Concussive Strike" (level 1 Tactician 3 Focus ability) as part of a power roll effect "To Me Squad!" (level 6 Tactician 9 Focus ability) where it's an enricher in the descriptive text |
krbz999
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OK, it took me a good minute or more to figure out what I was actually meant to be seeing here.
This just seems incredibly redundant and near-useless with how difficult it is to even find, given the size of this feature itself which doesn't really do much.
I think this is something we should just leave for the eventual chat message overhaul. That way we also don't have to carry forward a bunch of features that we're likely to forget about.
There are some fine changes here for the data but the UI changes are unnecessary bloat.
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So, basically just do 509 and add |
…-roll-effect.mjs Co-authored-by: Zhell <50169243+krbz999@users.noreply.github.com>
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@krbz999 could use another review here |
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@krbz999 was previously fixed issue that didn't have the fix merged into this branch; this PR is now API only. |

Hovering over a potency enricher inside an ability result highlights affected targets in green. Also adds
chr.resistas a data field for handling when a characteristic should be treated as lower/higher for potency purposes. Does not implement spending surges to increase effective potency, leaving that feature for a follow-up PRCloses #509