Closed Aleslammer closed 1 year ago
The ranged and melee attacks have the damage split to a second call. This was implemented with split cards. Need to do a full round of testing. Possibly with the guys testing out tomorrow just playing with multiple attacks. need to review the "dl" in all the sheets and change for KH values. scriptCards does not know what DL is.
With the split action there needs to be something to force ammo reduction if dodge is applied. Currently the Reduce ammo only fires on damage applied and jamming.
Essentially maybe there needs to be a reduce ammo button for the DM? Or an "Attack Dodged" button?
The button only seems to keep the latest run. The problem might be that the EXEC_DAMAGE button is overwriting the previous declaration of it. Also need to change range vs melee
"ScriptCards Error: Label EXEC_DAMAGE is not defined for reentrant script"
The damage button is not uniquely named. It essentially is only inexistence during the current scriptCard execution. The next one will erase the previous one. So adding ID will prevent the repeated damage value but at the cost of an error. I think the answer is going to be "Dont Do this"
Added a dodge and attempt dodge button to ranged attack
Added a parry to melee
Split the attack and damage portion of the attack scripts. Essentially it gives too much away to show the damage and deciding to dodge the hit.
So the ranged weapon attack should just indicate the attack and how many hits along with RF etc... The damage script should be changed to take input of how many hits, RF etc and then show location of hits and damage.