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Describes alterations applied to moves by asset abilities.

Hierarchy

  • StubBy<IMove, "Trigger" | "Text", "Name" | "Category" | "Display" | "Source" | "Outcomes" | "Optional">
    • IAlterMove

Index

Properties

$id: string
pattern

^(Starforged|Ironsworn)/Assets/[A-z_-]+/[A-z_-]+/Abilities/[1-3]/Alter_Moves/[1-9][0-9]*$

Alters?: string[]

Some asset abilities alter/extend other asset abilities, specified as an array of IDs. Only changed properties are specified; other properties are the same.

Asset?: string

The ID of the parent Asset of the move, if any.

Moves?: null | string[]

The $ids of the move(s) to be altered. If it's null, it can alter any move to which its trigger conditions apply. If it's undefined, see Extends instead.

nullable
Oracles?: string[]

The IDs of any oracles directly referenced by the move, or vice versa.

Added rules text that applies on move outcomes.

Progress Move?: boolean

Whether or not the move is a Progress Move. Progress moves roll two challenge dice against a progress score.

Suggestions?: ISuggestions

"Non-canonical" suggestions of related items. They might be convenient to present to the user, but in most implementations rolling them automatically is not recommended.

Tags?: string[]
Text?: string

Markdown rules text describing added effects which apply before the move is rolled, such as adds.

Trigger?: IMoveTrigger

The trigger required by the asset ability. If undefined, the move alteration applies to all uses of the specified moves, so long as they also meet any implicit asset requirements (fictional framing, IAsset.Requirement, not being Broken or Out of Action, etc).

Variant of?: string

The ID of the move that this move is a variant of, if any.

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