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Medic.js
Keeping track of healing in Black Crusade is not that difficult, but the entire point of all these API Commands it to avoid wasting time opening Character sheets, calculating values, and writing them down. This API Command allows players to heal up to the highest value they can heal to while recording their new highest healing value.
See [MedicCatcher.js] on how the Max Healing attribute is updated even when not using the Medic API Command.
!Medic <x> (Players and GM)
Attempts to increase the bar3 (red bar) of the selected tokens by x. This bar is either linked to the Wounds Attribute or represents the Wounds Attribute unique to that token.
If the Max Healing value exists and the attempted healing would increase bar3 beyond Max Healing, the attempted healing is reduced until it only brings bar3 up to the Max Healing value.
If the attempted healing would increase bar3 beyond its max value, the attempted healing will be reduced until it only brings bar3 to its maximum.
Max Healing is now set to the token's bar3 through attributeValue(). If the Max Healing value did not exist before, it exists now.
Drave has 2 out of 10 Wounds left. His Max Healing value is 3. The command !medic 2 is entered while selecting him. Adding 2 points of healing to his two remaining Wounds would bring him over his Max Healing value of 3. Thus, he is only healed to 3 out of 10 Wounds.
Drave has 2 out of 10 Wounds left, but no Max Healing value exists for him yet. The command !medic 1000 is entered while selecting him. Adding 1000 points of healing to his two remaining Wounds would bring him over his maximum 10 Wounds. Thus, he is only healed to 10 out of 10 Wounds.
Characters must represent their Wounds with bar3, the red bar.