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[Monster of the Week] Default stat not used for custom "other moves" #14810

Description

@tmonoceros

When you create an "Other Move", you select a default stat that should be used with rolls. When you actually roll using the default stat, it is ignored (treated as a +0 regardless of your actual value in that stat)

Reproduction steps

Create a character with positive or negative stats. In this case, the character in question has Weird +2.

Create an Other move.

Image

When you go to trigger the move, you can either use the default configured (Weird in this case), or select a different stat. When you use the default stat, that stat is not used. In this case, I would expect the result to be 6 since the character has +2 Weird.

Image

However, if you don't use the default stat and pick a stat from the dropdown:

Image

The stat is applied correctly.

Cause

I don't have a pro account and so can't actually debug this myself, but the problem might be related to event handling. I did some poking around and the below is my completely untested hypothesis

For custom playbook moves, when the default stat to use for a move is changed, the below event handler seems to run to update the relevant attributes for that roll.

// Needed for SkinMoves because that call to +custommoves has the rollable flag set to true; you'll need to add any other repeating_XXXes where that flag is set to true for it to work right.
on("change:repeating_skinmoves:rollable", function(e) {
	var rollable = e.sourceAttribute;
	var rowid = (e.sourceAttribute).slice(0,-8); // strips off 'rollable'
	var atts = {};
	atts[rowid+'RollableStat'] = '@{'+e.newValue+'}';
	setAttrs(atts);
});

However, no event handler exists for the "Other Moves" repeating section. Thus, even though you can select a stat to use for an Other Move, the value of that stat is never updated and thus remains at +0.

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