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Impact and momentum tweaks #33
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to align with how the Discord.Net documentation describes them
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this PR is based on #29 (so it's smaller than it looks - i just don't know how to mark PRs as dependent on each other, if it's possible, haha). it resolves XenotropicDev/TheOracle#71 and makes several cosmetic tweaks to impact- and momentum-related output (plus some methods to support making those tweaks). i'm pretty sure it's done, but i'm marking it as Draft because i haven't had a chance to thoroughly test/review it yet or clean up comments.
Impact autocomplete
Dictionary<string, Term>
(for the time being) fromglossary.json
, filtered by whether they can apply to PCs, and are provided as autocomplete options (with simpleStartsWith()
matching)List<string>
on the PlayerCharacter class), it just hints users towards the 'vanilla' optionswounded
toWounded
if there's a case-insensitive match among the 'canon' options (less likely with autocorrect, but possible)Revised
/player-character impacts
commandthe slash command provides feedback to the user via ephemeral, with a link button to the PC embed:
if for some reason it can't add or remove the desired impact, it returns a similar status message so that the user can see if they typoed something or tried to add something that was already there.
Momentum Burn
Momentum burn now replaces the old roll embed, but retains the old roll output, too (styled as strikethrough).
the real reason i did this is because i think it's satisfying to see the old roll struck out and the new result replacing it :D but practically speaking it reduces clutter a little, too, and keeps a nice little record of the event.
Non-user-facing changes
various utilities, all of which support the above in some way - mostly for the purposes of composing or styling text input, or generating a component.
Further development
/roll action-pc
, so i'll need to externalize it in some fashion