Closed rsek closed 2 years ago
I don't know how I feel about having the momentum be a required stat for the slash command. I'm not even sold on forcing the adds to be required. Can you rework the momentum to be optional?
Side note: I'm going to get started working on some of the auto-complete stuff, so once I've done that I might have a better idea of how feasible it would be to have a character based roll command that looks up things like momentum.
enhancements
/action-roll
and/progress-roll
to clarify what they are at a glance - impact on users should be minimal since commands can autocomplete anywaysActionRoll
is now distinct fromProgressRoll
; both are derived fromIronswornRoll
, an abstract class that handles roll resolution + embed compositionResult
intoOutcome
(StrongHit, WeakHit, Miss) andIsMatch
, a boolean (to handle roll outcome upgrade/downgrading more cleanly, later - technically a weak hit + match is possible on certain moves)adds
is required by/action-roll
, so ppl don't forget to leave them outmomentum
is required by the/action-roll
command, and it resolves both negative momentum (by cancelling action dice) and postive momentum (by adding a reminder to the footer when it can be used)Momentum
can be omitted from the ActionRoll class, however, so that asset rolls still work until text input via modals is an optionfuture expansion?
ActionRoll
andProgressRoll
can parse roll data from embeds