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[Players] Ability to See Character Abilities Acted Out, with Visual Readout of Damage Rolls #9

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GuyPaddock opened this issue Dec 19, 2021 · 0 comments

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@GuyPaddock
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As a Player, I'd like it if I could see each attack/ability acted out by the character who is performing the attack/ability, along with an overhead readout above each target of the amount of damage inflicted on that target, so that I don't have to rely solely on my imagination to visualize what is happening.

Acceptance Criteria

Given that any character is performing an attack:

  1. I would expect the attack to be depicted graphically, via an animation montage.
  2. Given that an attack makes contact with one or more targets:
    1. I would expect damage appropriate for the type of weapon/attack/ability to be inflicted on the target.
    2. I would expect a total amount of damage inflicted on each target to appear as a number above the target.
@GuyPaddock GuyPaddock moved this to Todo in OpenPF2 Core MVP Feb 8, 2022
@GuyPaddock GuyPaddock added this to the MVP Release (1.0) milestone Feb 27, 2022
GuyPaddock added a commit that referenced this issue Dec 18, 2023
This might get reworked later, since I am not sure if a GE exec is
supposed to make changes outside the scope of executing a GE, but this
seems like the best place to do this logic since it has all the context
about the type and amount of each damage type.
@GuyPaddock GuyPaddock moved this from Todo to In Progress in OpenPF2 Core MVP Dec 18, 2023
GuyPaddock added a commit that referenced this issue Dec 26, 2023
GuyPaddock added a commit that referenced this issue Dec 26, 2023
This makes it easy to map from a damage attribute back to a damage tag.
GuyPaddock added a commit that referenced this issue Dec 26, 2023
This might get reworked later, since I am not sure if a GE exec is
supposed to make changes outside the scope of executing a GE, but this
seems like the best place to do this logic since it has all the context
about the type and amount of each damage type.
GuyPaddock added a commit that referenced this issue Dec 28, 2023
GuyPaddock added a commit that referenced this issue Dec 28, 2023
This makes it easy to map from a damage attribute back to a damage tag.
GuyPaddock added a commit that referenced this issue Dec 28, 2023
This might get reworked later, since I am not sure if a GE exec is
supposed to make changes outside the scope of executing a GE, but this
seems like the best place to do this logic since it has all the context
about the type and amount of each damage type.
GuyPaddock added a commit that referenced this issue Dec 28, 2023
GuyPaddock added a commit that referenced this issue Dec 28, 2023
This makes it easy to map from a damage attribute back to a damage tag.
GuyPaddock added a commit that referenced this issue Dec 28, 2023
This might get reworked later, since I am not sure if a GE exec is
supposed to make changes outside the scope of executing a GE, but this
seems like the best place to do this logic since it has all the context
about the type and amount of each damage type.
GuyPaddock added a commit that referenced this issue Dec 28, 2023
GuyPaddock added a commit that referenced this issue Dec 28, 2023
This makes it easy to map from a damage attribute back to a damage tag.
GuyPaddock added a commit that referenced this issue Dec 28, 2023
This might get reworked later, since I am not sure if a GE exec is
supposed to make changes outside the scope of executing a GE, but this
seems like the best place to do this logic since it has all the context
about the type and amount of each damage type.
GuyPaddock added a commit that referenced this issue Dec 29, 2023
GuyPaddock added a commit that referenced this issue Dec 29, 2023
This makes it easy to map from a damage attribute back to a damage tag.
GuyPaddock added a commit that referenced this issue Dec 29, 2023
This might get reworked later, since I am not sure if a GE exec is
supposed to make changes outside the scope of executing a GE, but this
seems like the best place to do this logic since it has all the context
about the type and amount of each damage type.
GuyPaddock added a commit that referenced this issue Feb 7, 2024
GuyPaddock added a commit that referenced this issue Feb 7, 2024
This makes it easy to map from a damage attribute back to a damage tag.
GuyPaddock added a commit that referenced this issue Feb 7, 2024
This might get reworked later, since I am not sure if a GE exec is
supposed to make changes outside the scope of executing a GE, but this
seems like the best place to do this logic since it has all the context
about the type and amount of each damage type.
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