This PR adds support for dice pool modifications tied to skills. This is done via active effects by using a special syntax for the "value" field. More details about the what is considered valid can be found on the wiki Dice Pool Modification Glyphs.
Changes
There's a new setting that lets the GM set a default difficulty. Before this PR the difficulty was assumed to be two difficulty dice except on special occasions (no difficulty for initiative and a set difficulty when healing a critical injury).
Users can now add active effect changes that can modify the dice pool when a specific skill is selected.
There is a new section on the "Dice Pool" prompt that shows all the dice pool modifications that are active at the moment. The "Default Difficulty" is taken either from the setting mentioned above or from the provided context. "Manual Changes" are all the modifications done by the user to the pool by clicking the icons on the preview area. If you want to remove one of these modifications simply click on the appropriate icon; this only works for the "Manual Changes" row. After that you'll see one row per each active effect that is targeting the selected skill. The checkbox to the left can be used to enable/disable the modifications.
There are two new user settings: one to collapse the "Pool Modifications" section when rendering the dice prompt and one for automatically enabling all the modifications.
Limitations
You might notice that the dice pool modifications behave a little differently from what's expected when compared to modifications to stats for ranked talents. Typically a numeric active effect change is applied a number of times equal to the ranks of the talent that has it. However, this is not the case if the change is a dice pool modification; those are applied only once. This behavior is intentional after looking at ranked talents that do dice pool modifications. In the future, when I get to refactor the whole codebase, I'll allow for a way to specify if a change should be influenced by the rank or not.
This PR adds support for dice pool modifications tied to skills. This is done via active effects by using a special syntax for the "value" field. More details about the what is considered valid can be found on the wiki Dice Pool Modification Glyphs.
Changes
There's a new setting that lets the GM set a default difficulty. Before this PR the difficulty was assumed to be two difficulty dice except on special occasions (no difficulty for initiative and a set difficulty when healing a critical injury).
Users can now add active effect changes that can modify the dice pool when a specific skill is selected.
There is a new section on the "Dice Pool" prompt that shows all the dice pool modifications that are active at the moment. The "Default Difficulty" is taken either from the setting mentioned above or from the provided context. "Manual Changes" are all the modifications done by the user to the pool by clicking the icons on the preview area. If you want to remove one of these modifications simply click on the appropriate icon; this only works for the "Manual Changes" row. After that you'll see one row per each active effect that is targeting the selected skill. The checkbox to the left can be used to enable/disable the modifications.
There are two new user settings: one to collapse the "Pool Modifications" section when rendering the dice prompt and one for automatically enabling all the modifications.
Limitations
Note: Implements #53