![]() The game is over! Specifically useful to prevent certain tidings from firing in the credits. Under the hood, this is how we keep track of which events the company has seen during this campaign, where TEMPLATE is the event id. This unit was friends with HERO, who died This unit is the dead hero who had a relationship with HERO This unit had a relationship (friends, lovers, or rivals) with HERO, who died This unit is family with HERO (parent, child, grandparent, grandchild, etc.) Aspects like "deadLover" are to allow for events that refer to past lovers who are now dead. This is because once a hero dies, they no longer have any relationships with other heroes. You'll note that dead heroes are treated slightly differently. You will often find that matching those variables based on score or a test is the correct way to match heroes in a relationship. These aspects tie in closely with the relationship variables like HAS_LOVER, LOVER_WITH, CHILD_OF, FAMILY_WITH, etc. Note that a lot of these aspects are parameterized, which means you can use them to get an associated unit. These can be used to make specific events centered around heroes with themes. not a warrior, hunter, or mysticĮach theme has a corresponding aspect, like theme_crow, theme_wolf, and theme_tree. (Potentially useful if you want to make reference to a dead hero in a comic) (You can also see all of these in the aspects section of the content editor) Here's a list of some you may want to use. There are many aspects that are added automatically by the game that you will likely want to check when making Effects. Hooks are a special subcategory of aspects, which are usually designated when a hero is first generated, and are used to trigger hook quests. (Doesn't currently work if the given id has parameters) You can also use $abilityNameParam0 to show the name of the ability with the given id, and $aspectNameParam0 to show the name of the aspect with the given id. When the aspect is added to the Bone Bow in the form potencyBonus|2|item.bowBone, the aspect name shows up as "Bone Bow Potency Bonus". For example, the aspect potencyBonus|111|REASON has the name "$param1 Potency Bonus". If the parameter referenced matches a text key in the dynamic.properties file, it will instead show the related text. For example, in very specific scenarios with parameterized damage amounts, you may want to display something like "Deals $param0 damage". to show a certain parameter to the player. In aspect and effect names, blurbs, and formulas, you can use $param0, $param1, etc. If debugging non-hero aspects (for example, if you want to see aspects on the company, enemies, or sites), you can turn on Options>Interface>DEV to allow showing the character sheets for non heroes. matching "loverWith*" would match any unit with a "loverWith|ENTITY" aspect. If you're making an effect and want to check if an entity has a parameterized aspect without knowing what the parameter is, you can use the star (*) character. ![]() Effects can also target based on aspect relationships. In this case the entity's id will be used as the parameter content, and be passed down to effects as well. The pipe character | delimits parameters for both effects and aspects, parameters need to be defined for aspects in order to be passed on, but they don't need to be explicitly defined for effects.Īspect parameters can be used to store a relationship with a particular entity. ![]() You can then use that parameter value to pass the entity id to the effect, and the effect can read it using matchSpecial -> parameter1 Parameterized aspects work by literally doing a find/replace in the aspect json itself, so when creating a parameterized aspect, use a parameter name that's unique, and then define the parameter in the parameters section. Aspects can be parameterized, which looks like this: "boss_knockbackMelee|6|6+1d3". ![]()
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