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Children
Access via Settings → Integrations → TaskMate → Configure → Manage Children.
| Field | Description |
|---|---|
| Name | Display name shown on all cards |
| Avatar | MDI icon shown in the card header |
| Availability Entity | Optional HA entity (e.g. a binary_sensor or input_boolean). When the entity's state is not in the recognised "available" set, the child is treated as unavailable — chores with Require Availability enabled will skip them in rotation. |
| Availability Inverted | Flips the availability logic — when enabled, recognised "available" states (on, home, available, present, true) mean the child is unavailable instead. Useful for entities like binary_sensor.child_at_school where on means the child is away. |
| Unavailability Entity | Optional second HA entity for a busy/away state (e.g. a school calendar sensor). When this entity's state is in the "available" set, the child is treated as busy. Combined logic: final_available = availability_ok AND NOT busy. |
Every child has an XP level derived from their total_points_earned (lifetime points). XP is never spent — claiming rewards reduces the spendable points balance but never lowers the level. Levels rise as the child keeps earning.
- Level formula:
level = (total_points_earned // level_xp_step) + 1— level 1 starts at 0 XP -
level_xp_stepis the XP per Level setting (default100); see Settings - The overview sensor exposes
level,level_progress(XP into the current band), andlevel_targetper child - Crossing a level boundary on chore approval fires a level-up celebration (every 5th level is an "epic" tier)
See Levels and XP for the full mechanics.
A child's avatar is shown in card headers and on the stats sensor icon. There are two ways an avatar can be set:
- Parent assignment — from the Admin Panel a parent can set any avatar (a free-form MDI icon or any catalogue avatar), bypassing unlock requirements.
-
Child self-service via the avatar catalogue (v4.0.0 unlockables) — children pick from the avatar catalogue, but only avatars they have unlocked are selectable. The
taskmate.choose_avatarservice enforces the unlock requirement.
The catalogue is exposed per child in the overview sensor's children[].avatar_options, each entry carrying id, label, icon, unlocked, and a human-readable requirement. Unlock gates are one of:
| Gate type | Unlocks when | Example requirement text |
|---|---|---|
free |
Always available | (empty) |
level |
Child's level ≥ threshold | "Level 5" |
points |
total_points_earned ≥ threshold |
"500 earned" |
streak |
best_streak ≥ threshold |
"7-day streak" |
The shipped default catalogue includes a free starter avatar plus level-, points-, and streak-gated avatars (for example a rocket at level 3, a robot at level 5, a ninja at level 10, a crown at 500 points earned, a trophy at 1000 earned, a fire at a 7-day streak, and a diamond at a 30-day streak). See Avatars for the full default catalogue and how parents customise it.
When a parent sets an avatar directly, any valid MDI icon can be used. TaskMate also ships a large selection of themed icons:
| Category | Examples |
|---|---|
| Basic faces |
mdi:account-circle, mdi:face-man, mdi:face-woman
|
| Fun characters |
mdi:robot-happy, mdi:ninja, mdi:pirate, mdi:alien
|
| Animals |
mdi:unicorn, mdi:dragon, mdi:panda, mdi:fox, mdi:penguin, mdi:koala, mdi:dolphin, mdi:octopus
|
| Expressive |
mdi:emoticon-cool, mdi:emoticon-excited, mdi:emoticon-wink, mdi:star-face
|
| Gaming |
mdi:crown, mdi:trophy, mdi:rocket, mdi:sword, mdi:shield, mdi:lightning-bolt
|
| Space/Fantasy |
mdi:ghost, mdi:wizard-hat, mdi:ufo, mdi:dragon
|
| Nature |
mdi:mushroom, mdi:butterfly, mdi:flower-tulip, mdi:star-shooting
|
Any valid MDI icon can be entered manually if you want something not in the list.
Each child stores the following data internally:
| Field | Description |
|---|---|
id |
Unique 8-character ID (auto-generated) |
name |
Display name |
avatar |
MDI icon string |
availability_entity |
Optional HA entity ID for availability tracking |
availability_inverted |
Whether availability logic is flipped |
unavailability_entity |
Optional second HA entity for busy state |
points |
Current available points balance |
total_points_earned |
All-time points earned (never decreases) |
total_chores_completed |
All-time chore completion count |
current_streak |
Current consecutive days streak |
best_streak |
Best streak ever achieved |
last_completion_date |
ISO date of most recent chore completion |
streak_paused |
Whether streak is paused (pause mode only) |
chore_order |
Custom chore display order for the child |
streak_milestones_achieved |
List of milestone day counts already rewarded |
awarded_perfect_weeks |
List of Monday dates for awarded perfect weeks |
career_score |
Long-term performance metric (total_points_earned − total_penalties_received) |
total_penalties_received |
Lifetime count of penalties applied |
level |
(v4.0+) Cached XP level derived from total_points_earned. See Levels and XP
|
availability_inverted |
Whether the availability entity's logic is flipped |
unavailability_entity |
Optional second HA entity for a busy/away state |
linked_user_id |
(v4.0+) HA user ID linked to this child; when set, only that user (or an admin) may self-serve as this child |
notify_service |
Optional per-child notify.* service override |
- Manage Children — select the child from the list
- Change the name or avatar
- Choose action: Save Changes or Delete Child
Warning: Deleting a child is permanent. Their completion history, points, and streaks are removed. The chores they were assigned to are not deleted.
The order chores appear on the Child Card can be customised per child using the Reorder Card or the taskmate.set_chore_order service. The order is stored on the child record, so each child can have a different chore display order.
A child's points balance is their spendable balance — it decreases when a reward claim is approved. total_points_earned is a running lifetime total that only ever increases, used for leaderboard rankings and for driving the child's level/XP and avatar unlocks.
Pending reward claims reserve points but do not deduct them until the parent approves.
- Levels and XP — how lifetime points drive levels
- Avatars — avatar catalogue and unlock requirements
- Settings — XP-per-level and other per-family settings
- Sensor Reference — per-child sensor attributes