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Update dispatching system #458
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- Bump to version 4.1.1 - Now all dispatches happen after the session has started. - Dispatches provide the whole game session if more information is needed. - Provides some but not all backwards compatibility since it's a game session being sent now not a context object. - A send message was added to the session object so it can be used that way. - The session channel was added to the session object so it's closer to a context object. - If context specifics are required they're already on the session via `session.ctx`. - When a psychic reveals a special attribute about the monster it will now dispatch that event as if the adventure had started. No need to ping people when you find out it was transcended after, the bot will do it for you. - Attach the adventure cog to the dev environment for devs in the dev list. - Include the current server stats in `[p]adventurestats`. - These stats are used in filtering what monsters are available.
Make stats display consistent for both places in adventurestats command. Change adventureresults to accept the guild instead of a context object. We only ever used the guild ID anyway from it.
…specific guild stats we can run the command in the guild or provide the ID.
Add `[p]adventureseed` to see details about a given seed without starting an adventure. Owner only. Include the seed in `[p]adventurestats`
Edit only buttons that change value when users interact with it.
…veryone instead of adjusting for the specific adventure.
…s a combination of them
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session.ctx
.[p]adventurestats
.[p]adventureseed
to investigate information about a given seed without starting an adventure.[p]adventurestats
and[p]adventureseed
to bypass lock requirements.