Fix : Vehicles - NRG Management #49

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opened 2022-09-27 12:50:09 +02:00 by GMDOnline · 0 comments
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Maximum Energy & Current is changed automatically by the Activated Energy.

Example:
Energy Drainer Module is added to the vehcile Modules.
Energy Drainer has NRG Cost: 2
If the Energy Drainer Module is activated:
- it adds NRG COST (2) to ACT NRG (To show that something is activated at a glance and how much is being used)
- it then reduces the MAX NRG by NRG Cost (2)
- it then reduces CUR NRG by NRG COST (2)

If at any point there is not enough NRG in CUR NRG to activate the Module display a message 'The Vehicle does not have enough Energy to Activate this module at this time'

When the Energy Drainer is Deactivated:
- it reduces the ACT NRG by the NRG Cost (2)
- it then increases the MAX NRG by the NRG Cost (2)

Maximum Energy & Current is changed automatically by the Activated Energy. Example: Energy Drainer Module is added to the vehcile Modules. Energy Drainer has NRG Cost: 2 If the Energy Drainer Module is activated: - it adds NRG COST (2) to ACT NRG (To show that something is activated at a glance and how much is being used) - it then reduces the MAX NRG by NRG Cost (2) - it then reduces CUR NRG by NRG COST (2) If at any point there is not enough NRG in CUR NRG to activate the Module display a message 'The Vehicle does not have enough Energy to Activate this module at this time' When the Energy Drainer is Deactivated: - it reduces the ACT NRG by the NRG Cost (2) - it then increases the MAX NRG by the NRG Cost (2)
uberwald referenced this issue from a commit 2022-09-27 14:16:14 +02:00
uberwald referenced this issue from a commit 2022-09-27 14:19:56 +02:00
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Reference: uberwald/fvtt-pegasus-rpg#49
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