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Interface IAssetAlterProperties

Describes changes that an asset ability makes to its parent asset when active. Any properties with object values should be merged recursively.

example

An IAssetAlterProperties that would set IAsset["Condition Meter"].Max to 3, and leave its other properties unchanged:

{ "Condition Meter": { Max: 3 } }

Hierarchy

  • PartialDeep<IAsset>
    • IAssetAlterProperties

Index

Properties

$id?: string
example

"Starforged/Assets/Path/Bounty_Hunter"

pattern

^(Starforged|Ironsworn)/Assets/[A-z_-]+/[A-z_-]+$

The asset's abilities.

Aliases?: Partial<undefined | string[]>

Alternate names for this item, including: names it had earlier in development that have since changed, alternate spellings/punctuation, common misspellings, and so on.

Asset Type?: string

The ID of the asset's parent AssetType

example

"Starforged/Assets/Path"

Attachments?: Partial<undefined | IAssetAttachment>

Details on what attachments (other assets) are accepted by this asset.

Condition Meter?: Partial<undefined | IConditionMeter>

Information on this asset's condition meter, if any.

Display?: Partial<IDisplayWithTitle>
Inputs?: Partial<undefined | (IInputText | IInputSelect)[]>

Data describing the Input controls that should be embedded in the card. Inputs embedded in specific asset abilities appear as keys of the corresponding ability object, instead.

Name?: string

The asset's name - the title printed on the card.

example

"Bounty Hunter"

Requirement?: Partial<undefined | string>

An optional markdown string representing the requirement text that appears at the top of some asset cards.

markdown
example

"If you wear your finely crafted set of personal armor..."

Source?: Partial<ISource>

Information on this item's source.

States?: Partial<undefined | IAssetState[]>

Describes any states that the asset might have, such as "Broken". Some states may disable the asset entirely.

Tags?: Partial<undefined | string[]>
Usage?: Partial<IAssetUsage>

Information on the asset's usage, such as whether its abilities are shared amongst the player characters.

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