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v0.0.6 #11

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12 changes: 8 additions & 4 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@ Extensive logging is used within the module, with debug logging enabled with the

# Current module Functionality
## Fudge
Allow the GM to influence die rolls
Allow the GM to influence raw die rolls (just the dice) or roll totals (dice + modifiers)

# Fudge
![die-hard-fudge](docs/die-hard-fudge.jpg)
Expand All @@ -44,11 +44,15 @@ If there are active fudges, the poop icon will pulse orange

Clicking on this icon will open a configuration dialog.

![die-hard-fudge-1](docs/die-hard-fudge-1b.jpg)

Right clicking on the poop icon will pause all fudges. Right clicking again will resume all fudges.

![die-hard-fudge-2](docs/die-hard-fudge-2.jpg)

Within the dialog, to create a new Fudge do the following:
* Select the GM/Online Player/actor (currently only online player PCs) this should affect
* Select the type of roll this should affect (system specific or raw die roll)
* Select the type of roll this should affect (system specific, roll total, or raw die roll)
* Enter a formula using the format of "OPERATOR VALUE"
* Available operators are:
* `<`
Expand All @@ -62,12 +66,12 @@ Within the dialog, to create a new Fudge do the following:

All active fudges are listed at the right.
Status details if a fudge is active or disabled.
A pulsing green circular arrow means the fudge will re-enable itself after being used
A green circular arrow means the fudge will re-enable itself after being used (persistent on)

![die-hard-fudge-3](docs/die-hard-fudge-3.jpg)

# Mechanics
The way Fudge works is that the next die roll of that type (either system specific or a raw die roll) for that Player or Actor will be evaluated against the formula defined. If it doesn't meet the formula criteria, then the die is rerolled in the background (max of 150 times), with the final result presented to the PC. As it is re-rolling, if the attempted re-roll is "closer" to the desired fudge value, it will be kept. (For circumstances where the fudge can never be achieved, at least get as close as possible) The GM will get a whisper that outlines if the fudge was used (with all failed results), or if it was removed without being used (if first roll met formula criteria). When a fudge is used to influence a die (or would have, but original result was sufficient), then the fudge is disabled.
The way Fudge works is that the next die roll of that type (either system specific, total result w/ modifiers, or a raw die roll) for that Player or Actor will be evaluated against the formula defined. If it doesn't meet the formula criteria, then the result is rerolled in the background (max of 150 times), with the final result presented to the PC. As it is re-rolling, if the attempted re-roll is "closer" to the desired fudge value, it will be kept. (For circumstances where the fudge can never be achieved, at least get as close as possible) The GM will get a whisper that outlines if the fudge was used (with all failed results), or if it was removed without being used (if first roll met formula criteria). When a fudge is used to influence a die (or would have, but original result was sufficient), then the fudge is disabled (unless persistence is enabled).

![die-hard-fudge-4](docs/die-hard-fudge-4.jpg)

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