Open bofhgr opened 1 year ago
cover is made by attacker and comes before activation of items (no destcost)
Advanced Cover is coming with V12 - perhaps we don't need much till then?
Cover v1 complete with the ability to roll for each type of Cover (found under the Effects Tab) Cover v2 will be about integrating Cover automatically in the Aiming & Targeting system coming with v0.9 Early Access
confirm the ruling on cover: assuming I have selected a target as part of my activation that has some kind of cover for the type of damage I am about to apply.
Qs:
I have cover.initial - perhaps I should expand this to have initial 0 for most types, then cover.total is calculated as part of derivedData and have the cover coming from effects to set a different value. if so, I should add/include the logic of the UPGRADE option to also work in the derivedData step (?)
Similarly, this also applies to the resistances and the way they should be handled.
Marking this as Cover v2 Cover V1 implementation is now part of the System and allows simple Cover rolls based on your manually selected Cover value.
Cover isn't going to be part of V12 and as of the latest reddit AMA, it also won't be part of V13 - perhaps V14 but not confirmed - so it's going to be quite a long time before official core support for calculating Cover exists.
Do we proceed with a custom Cover implementation ourselves - meaning calculating cover based on visibility on the canvas, calculating degrees for determining % of token that's visible - seems too much effort for little effect - investigate existing modules that might offer this kind of functionality instead.