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Add flat modifiers to attacks #135

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LLilliputian opened this issue Oct 29, 2024 · 2 comments · May be fixed by #189
Open
1 task done

Add flat modifiers to attacks #135

LLilliputian opened this issue Oct 29, 2024 · 2 comments · May be fixed by #189
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@LLilliputian
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LLilliputian commented Oct 29, 2024

Is your feature request related to a problem? Please describe.
Sometimes when setting up an attack want to use a flat number instead of a skill

Describe the solution you'd like
Should be an alternative where you can just put in a number to you as the modifier instead of having to select a skill

Additional context
Suggested by @stanvdb on 22/10/2024

Checklist:

  • I have searched the existing issues to ensure this feature has not already been requested.
@LLilliputian LLilliputian added the feature request New feature label Oct 29, 2024
@zithith
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zithith commented Nov 13, 2024

I'm gonna grab this.

I'll try and align it to how we do the damage/graze formula approach now. So anywhere the user sees a formula they know nothing is being done automatically and they will need to define @mod if they want the attribute mod included.
Do we include hint text here? Or maybe do we want this sort of detail to be handled in a more centralised source of knowledge?

@zithith zithith moved this to In progress in Cosmere RPG System 0.2.2 Nov 23, 2024
@zithith zithith added this to the Release 0.2.2 milestone Nov 23, 2024
@zithith zithith linked a pull request Nov 30, 2024 that will close this issue
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@zithith zithith moved this from In progress to In review in Cosmere RPG System 0.2.2 Dec 1, 2024
@zithith
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zithith commented Dec 1, 2024

OK, realised that we couldn't take the same approach as the damage mods this time, for a number of reasons, but the most obvious being that to do so would have been a complete refactor of the roll engine.
Instead I've given a couple of fields (one in the item details of activatable items with skill tests for global mods, and one in the roll configuration pop-ups for temporary ones) that allow the users to enter formula in a similar way to the damage override, only this will be an extension of what is already there. They'll still set the skill and attribute to use for the item's skill rolls as before and then this gets tacked on the end.

There is more to say on skill/attribute selection however as I allowed for skill ranks without an attribute, perhaps we should also allow attribute and no skill ranks? (Then the user can get full control of their roll formula, but also get some level of assisted setup)

But this bit is still a bit messy actually. Worth getting input and then sorting out alongside the sheets brush up in 0.3

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