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feat: the craft roll gives a hit clue instead of blocking Masterworks (#42)
* feat: the craft roll gives a hit clue instead of blocking Masterworks
Since v2.4.0 a finished piece rolled d20 + base Strength, and perfect hits
that missed a total of 20 dropped to the tier below. Now 100% hits is
always a Masterwork again and the roll never changes the piece.
The roll is made only when a piece is finished with less than 100% hits,
after the quality line. A total of 12 or more (clue-dc, a natural 20
always passes and a natural 1 always fails, same Strength modifiers)
gives a roleplay hint about the hit that was closest to right without
being right: which way it was off and roughly how far, never a count.
For example, 4 of 5 Hits gives "Looking the piece over, you sense it
needed a little more Hit work." Ties go to the hit that is closer for
its size, then to the hit id, so a piece always gets the same clue. A
miss gives "you can't tell what went wrong with it."
masterwork-dc is replaced by clue-dc (default 12); old configs keep
working with the default. QualityLoader.below is gone with its only user.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: only exact hits make a Masterwork when the Hits % rounds to 100
The Hits % is rounded, so a big piece a hit off (199 of 200) read 100%
and became a Masterwork without a roll. A piece that is not exact now
reads 99% at most, keeps its tier below Masterwork and rolls for a clue.
(CodeRabbit)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---------
Co-authored-by: XxFran10xX <318299142+XxFran10xX@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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