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Some assets, such as Sundered Isles' CREW COMMANDER, have an attribute that, when checked, alters the asset itself. In this case, the COMMAND control goes from 4 max to 6 max.
This might be fairly easy to implement or it might be tricky, depending on how it's done, but I think the easiest way is to just do it right in the asset renderer and do some shenanigans where the asset enhancement gets deep-merged in as-is. I think this will be good enough?
The text was updated successfully, but these errors were encountered:
Hmm, I think if we put this somewhere in the character asset lens stack we can have a single source of truth where assets have active enhancements applied. Don't forget that we will want this other places too-- like in determining valid values in take/suffer on meter commands.
Some assets, such as Sundered Isles'
CREW COMMANDER
, have an attribute that, when checked, alters the asset itself. In this case, theCOMMAND
control goes from 4 max to 6 max.This might be fairly easy to implement or it might be tricky, depending on how it's done, but I think the easiest way is to just do it right in the asset renderer and do some shenanigans where the asset enhancement gets deep-merged in as-is. I think this will be good enough?
The text was updated successfully, but these errors were encountered: