Open benknoble opened 1 year ago
In #27/#28, I would want the language to support modifying an imported monster where that would make creating unique monsters less work. Additionally, some unique monster modifications are based on calculations involving the number of players or other variables. This means the language would not be "purely" data-carrying but would need to include a way to embed these calculations.
This work is planned as an extension to the bestiary language which will support defining bosses and mini-bosses via "named monsters." These will need to specify stats as formulas (certain magic variables automatically bound) and ability cards. It should be possible to "import" a sets extant ability cards and possibly even other stats.
Just to recap immediate needs:
@num-players
, L: @level
, H: max HP of elite; start with C/L)base "deck" {[card-name => replacement] …}
)In the future, I might want
begin-boss
monsters (including in "foes" language)Also: recall that bosses do not have "normal" and "elite" variants; the need to copy blocks for them is… annoying.
Commonly in Gloomhaven a scenario requires a unique monster to have special attributes (such as large amounts of HP). The current monster controls do not permit adding a monster to a group and modifying its attributes to be different from the computed statistics.
One solution to this problem in the current design is to add a monster to the monster database that obeys the special rules, but this may be a prohibitive amount of work.