Track remaining usable items (including complex effect automation) #88

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opened 2026-02-06 14:12:24 +00:00 by Athemis · 0 comments
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Description

Context

Current status from packs/items:

  • Total usable items (usable=true): 51
  • Already configured with automated effects: 11
  • Remaining items: 40

This issue tracks both:

  1. quick wins / intentional no effect decisions
  2. complex items that require additional mechanics/hooks

Already implemented (11)

  • Großer Heiltrank
  • Großer Schutztrank
  • Heilkraut
  • Heiltrank
  • Kampftrank
  • Schnelligkeitstrank
  • Schutztrank
  • Unverwundbartrank
  • Zaubertrank
  • Zauberwechseltrank
  • Zieltrank

Track A: Quick decisions (no effect or simple mapping)

  • Alterungstrank — narrative/cosmetic only.
  • Brennholz (Bündel) — resource/fuel item, no direct actor effect.
  • Tagesration (3 Mahlzeiten) — no immediate mechanical effect.
  • Tee (10 Tassen) — no clear immediate mechanical effect.
  • Tinte (reicht für 50 Seiten) — resource/crafting usage only.
  • Verjüngungstrank — narrative/cosmetic only.

Track B: Complex items (require additional code/mechanics)

  • Abklingtrank — global spell cooldown modifier during combat.
  • Allheilungstrank — execute spell effect without normal check flow.
  • Allsichttrank — detect magic/invisible/hidden integration.
  • Andauernder Heiltrank — periodic healing over combat rounds.
  • Atemfreitrank — breathing/suffocation subsystem integration.
  • Berserkertrank — multi-stage scripted behavior (heal ticks + explosion).
  • Fackel — light source automation/lifecycle.
  • Fliegentrank — flight state + movement handling.
  • Giftbanntrank — consume-triggered spell pipeline support.
  • Glückstrank — override fumble handling in check resolution.
  • Klettertrank — spider-climb / ceiling movement behavior.
  • Konzentrationstrank — dynamic attribute-based duration (GEI rounds).
  • Laternenöl (brennt 4h) — fuel/light integration.
  • Parfüm (50 x benutzbar) — social-check scope and targeting rules.
  • Rauchkraut (5 Pfeifenköpfe) — unclear mechanics, needs rule decision.
  • Schlafstaub — thrown-item hit flow + spell application.
  • Schwebentrank — spell-like movement state (hover/levitate).
  • Stärketrank — dynamic attribute-based duration (ST rounds).
  • Talenttrank — temporary talent-rank modification with cap handling.
  • Talgkerze (brennt 6h) — light source automation/lifecycle.
  • Teleporttrank — teleport targeting/placement workflow.
  • Trank der Gasgestalt — transformation state + movement/resolution.
  • Trank der Lebenskraft — temporary max HP/buffer semantics.
  • Trank der Zwergensicht — vision mode (darkvision) integration.
  • Unsichtbarkeitstrank — invisibility status + detection interaction.
  • Verbandszeug — tied to rest/heal workflow, not pure instant use.
  • Vergrößerungstrank — size + multi-attribute/combat recalculation.
  • Verkleinerungstrank — size + multi-attribute/combat recalculation.
  • Wachsamkeitstrank — clarify mapping (check vs. talent) before implementation.
  • Wachskerze (brennt 10h) — light source automation/lifecycle.
  • Waffenpaste — charge tracking bound to attacks/ammo.
  • Waffenweih — apply effect to a selected weapon (item-targeting flow).
  • Wasserwandeltrank — water-walking movement/state handling.
  • Weihwasser (1/2 Liter) — multiple use modes + custom damage resolution.

Definition of Done

  • Every remaining item has an explicit decision: implemented now, no effect, or deferred-complex.
  • All quick-win items are resolved.
  • Complex items are either implemented or split into dedicated follow-up issues with clear technical
    scope.

Context

No response

### Description ## Context Current status from `packs/items`: - Total usable items (`usable=true`): **51** - Already configured with automated effects: **11** - Remaining items: **40** This issue tracks **both**: 1. quick wins / intentional `no effect` decisions 2. complex items that require additional mechanics/hooks ## Already implemented (11) - [x] Großer Heiltrank - [x] Großer Schutztrank - [x] Heilkraut - [x] Heiltrank - [x] Kampftrank - [x] Schnelligkeitstrank - [x] Schutztrank - [x] Unverwundbartrank - [x] Zaubertrank - [x] Zauberwechseltrank - [x] Zieltrank ## Track A: Quick decisions (`no effect` or simple mapping) - [ ] Alterungstrank — narrative/cosmetic only. - [ ] Brennholz (Bündel) — resource/fuel item, no direct actor effect. - [ ] Tagesration (3 Mahlzeiten) — no immediate mechanical effect. - [ ] Tee (10 Tassen) — no clear immediate mechanical effect. - [ ] Tinte (reicht für 50 Seiten) — resource/crafting usage only. - [ ] Verjüngungstrank — narrative/cosmetic only. ## Track B: Complex items (require additional code/mechanics) - [ ] Abklingtrank — global spell cooldown modifier during combat. - [ ] Allheilungstrank — execute spell effect without normal check flow. - [ ] Allsichttrank — detect magic/invisible/hidden integration. - [ ] Andauernder Heiltrank — periodic healing over combat rounds. - [ ] Atemfreitrank — breathing/suffocation subsystem integration. - [ ] Berserkertrank — multi-stage scripted behavior (heal ticks + explosion). - [ ] Fackel — light source automation/lifecycle. - [ ] Fliegentrank — flight state + movement handling. - [ ] Giftbanntrank — consume-triggered spell pipeline support. - [ ] Glückstrank — override fumble handling in check resolution. - [ ] Klettertrank — spider-climb / ceiling movement behavior. - [ ] Konzentrationstrank — dynamic attribute-based duration (GEI rounds). - [ ] Laternenöl (brennt 4h) — fuel/light integration. - [ ] Parfüm (50 x benutzbar) — social-check scope and targeting rules. - [ ] Rauchkraut (5 Pfeifenköpfe) — unclear mechanics, needs rule decision. - [ ] Schlafstaub — thrown-item hit flow + spell application. - [ ] Schwebentrank — spell-like movement state (hover/levitate). - [ ] Stärketrank — dynamic attribute-based duration (ST rounds). - [ ] Talenttrank — temporary talent-rank modification with cap handling. - [ ] Talgkerze (brennt 6h) — light source automation/lifecycle. - [ ] Teleporttrank — teleport targeting/placement workflow. - [ ] Trank der Gasgestalt — transformation state + movement/resolution. - [ ] Trank der Lebenskraft — temporary max HP/buffer semantics. - [ ] Trank der Zwergensicht — vision mode (darkvision) integration. - [ ] Unsichtbarkeitstrank — invisibility status + detection interaction. - [ ] Verbandszeug — tied to rest/heal workflow, not pure instant use. - [ ] Vergrößerungstrank — size + multi-attribute/combat recalculation. - [ ] Verkleinerungstrank — size + multi-attribute/combat recalculation. - [ ] Wachsamkeitstrank — clarify mapping (check vs. talent) before implementation. - [ ] Wachskerze (brennt 10h) — light source automation/lifecycle. - [ ] Waffenpaste — charge tracking bound to attacks/ammo. - [ ] Waffenweih — apply effect to a selected weapon (item-targeting flow). - [ ] Wasserwandeltrank — water-walking movement/state handling. - [ ] Weihwasser (1/2 Liter) — multiple use modes + custom damage resolution. ## Definition of Done - [ ] Every remaining item has an explicit decision: implemented now, `no effect`, or deferred-complex. - [ ] All quick-win items are resolved. - [ ] Complex items are either implemented or split into dedicated follow-up issues with clear technical scope. ### Context _No response_
Athemis self-assigned this 2026-02-06 14:12:24 +00:00
Athemis changed reference from feature/consume-items to main 2026-02-06 14:12:59 +00:00
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Athemis/ds4#88
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