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Add Vitality, the StS2 rename for Temporary HP - #162

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Add Vitality, the StS2 rename for Temporary HP#162
SoytheProton wants to merge 8 commits into
Alchyr:masterfrom
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@SoytheProton

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The Successor to Temporary HP.

Vitality is fully functional from my testing and should be ready to implement outside of Health bar shenanigans due to the current limitations of the current HealthBarForecast system (hence the draft). I'm making this PR for the sake of overviewing code and making sure the rest is okay while waiting for an update.

@SoytheProton SoytheProton changed the title Vitality Add Vitality, the StS2 rename for Temporary HP Apr 16, 2026
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Hi, just noticed this PR after opening #338: #338

It looks like my Temporary HP PR overlaps heavily with this Vitality implementation. Sorry for the duplicate effort/noise; I hadn't realized #162 already covered the StS2 Temporary HP/Vitality direction.

My PR currently adds a hidden TempHpPower, public TempHpCmd / creature extension helpers, a Temp HP loss modifier hook, health-bar display/hover tip, localization, and a dev console command. From a quick comparison, this PR already has VitalityCmd, IVitalityHooks, IVitalityAmountModifier, VitalityPatch, and card variable support.

I'm happy to adapt around whichever direction maintainers prefer:

  • close Add temporary HP support #338 if this PR should be the canonical implementation,
  • rework/rename my branch toward Vitality and port over any useful pieces,
  • or leave both open briefly for comparison if that helps.

No strong preference from me; I mainly wanted to flag the overlap so we don't review or merge two competing versions of the same mechanic.

@SoytheProton
SoytheProton marked this pull request as ready for review July 27, 2026 00:23
…HP Bar aspect, and more changes.

Other adjustments include adding a ModifyMultiplicative to HookUtils.cs due to the fact that Modify alone didn't match the methods that basegame would use for multiplicative changes. Up to maintainers to determine if it's worth keeping, though I personally believe it is.
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Undrafting this PR after the necessary changes made to fix it up for the latest version. Surprisingly, the patches didn't actually require any fixing and function as intended.

Differs primarily from #338 due to being based upon patches and a SpireField instead of an invisible power; additionally the visual aspects were coded through differing methods.

I will comment that #338 does have some notable features I would have included, had not the PR already existed, that were mentioned in the previous comment. Ideally some of the missing features would be ported over if this version were to be accepted.

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