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Add wounds resource bar #6
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What I have in mind is a segmented health bar with dark/light shades of four colors - dark as they get checked:
Click on a region to add a check -Shift-click to remove a check. That's at least how I envision it in my head. I think core foundry allows for another toolbar. It looks like I'll finally turn to working on this system again relatively soon. One other thing to try in the next round - In my own sandbox, I've been playing with a "dP" die - --/-/0/+/++. You roll two of them and they give you a dF -4 to +4 spread but the outcomes are much more spread out from the 0/+1/-1 that dominate 4dF. With more hits in the wings and crits approximately as frequent as 1 and 20 on a D20, I think it will make for more exciting roleplaying. |
So far so good - this afternoon I have pictures of what I have in mind. These are SVG approximations of what I want to do.
It also now looks like I'll have to put the checkboxes to update status in the Token HUD where all the other user interaction takes place. I figure I can offer them in two rows, with scratches and hurt above, just below the resource bar, and very hurt, incap, and near death just below that, as there are fewer boxes of each type and they'll be clicked less often (one can only pray ;) ). Hopefully I can keep it compact without inconveniencing the finger-pokers. I've done a push so the design for this feature so far is available for discussion here in this thread. Also be sure to look at the list of things I plan to be working on at the bottom of the README.md. |
Now that this issue is getting into the project, I'm changing the issue name from the requested name to the name of the proposed solution. |
I think those colors are good to represent health status. |
So wounds in Fudge are done with checkboxes on scratches, hurt, very hurt, incapacitated, and near death. The amount of damage you suffer determines which set of boxes gets checked. However, if you have checked all the boxes for one set, your next check overflows into the next. In this way you can suffer "death by papercuts". So as more of each section of the bar "goes dark", you are running out of boxes at that level and are therefore in greater peril. As for how many checkboxes you start with, that's a measure of how robust your character is. In any game I've played, nobody has ever had more than 4 slots for scratches, 3 for hurt, 2 for very hurt, and 1 incapacitated. Typically, it's 3/2/2/1. |
I've set out a roadmap for this project. It's rough - I did it by seasons, and we shall see whether I can keep to it. I'm looking at 2.1.0 near Samhain, 2.2.0 near Imbolc, and 2.3.0 near Ostara. There is also a lot that isn't on the roadmap yet - mostly hooks for system support in modules. We won't know what we need to hook until we've grappled with the basics through 2.3, though. |
This one involves PIXI stuff, so it's a little more involved than some of the others. Add to that the need to supply a mechanism for pluggable wounds systems, since some Fudge-based systems use very different ones, and the complexity ramps up. I think I need to get the pluggable mechanisms in place before we revisit this one, so it will move down the priority stack. |
Hi!
I really appreciate your work, i use this system a lot!
I was wondering if you could add a way to create multiple health bars like the one you already have on yoru sheet, maybe with changing names and changing the number of squares.
Even multiple ones on the sheet with different names and squares each!
I would love to see that!
I am planning on running a campaign that uses both health and "plot armor".
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