Whether the input's value is expected to change over the course of a campaign. For example, name fields are typically false
, while something like a clock or tally would be true
.
It's a good idea to make everything editable regardless, but this property might inform whether your UI presents that functionality "front and center" or as a secondary interaction (via long press, right click, etc);
Whether the clock is a Tension Clock or a Campaign Clock. For assets this doesn't really matter since they have their own specific trigger conditions, and can probably be ignored.
An integer representing how many filled segments this clock has. This is always 0 in Dataforged; it's included to make it easy to store clock states with the same interface.
The item's internal name. Should be unique among its sibling elements, as this key is often used (along with the object's ancestors) to generate its $id.
If the item has Display.Title, that should be preferred for most user-facing labels.
An integer representing the total number of segments in this Clock. Ironsworn: Starforged uses clocks with 4, 6, 8, and 10 segments.
Filled
should not exceed this number.
Generated using TypeDoc
An input representing an Ironsworn: Starforged clock.
239
InputType.Clock