Data tables: multiple values per card

The attributes source maps “one attribute = one card”, binding only name/value/icon. When one card must show several values (task name + current progress + target), use a data table.

Model

  • Columns = field names you invent (e.g. progress, goal) — one per dynamic value on the card
  • Rows = one card each; every cell picks an attribute (the data container whose value changes with the story)

Bindable fields

Each column yields three fields:

  • column · value: the cell attribute’s current number
  • column · display name
  • column · icon

Example: a quest list

Columns progress, goal; row 1 = (collected, collect-target), row 2 = (kills, kill-target). On the card: title ← “progress · display name”, current ← “progress · value”, target ← “goal · value”, icon ← “progress · icon”.

Combine with the list’s item filter (e.g. progress ≥ 1) for “only show accepted quests”.