Closed svmnotn closed 7 years ago
I'm sorry I didn't get to this before the pull on Monday. I was on holiday.
The upcoming version (v1.3.0), which is set to come through next Monday pull, already has a different fix for this. In that version, you check a box in the weapon row if the weapon has burst capability, and if that box is checked it will ask for burst (with default to yes). I think this is a better and more complete solution.
However, if for some reason v1.3.0 doesn't come through by the next pull on Monday, I will make sure that this is included in that pull anyway.
Thanks for the contribution though, feel free to catch more such things in my code (or try out the v1.3.0 beta in a game if you have Pro. Particularly the Combat section needs feedback).
that's fine, i still think even if it has the capability burst should default to no, since it is a cool extra that may not be used every turn.
Just realised that, "has burst capabilities" can be read differently. if the impl is what im thinking then that works just fine, it makes it so that you end up with rifle
and rifle burst
but that has its own benefits.
So under the assumption that the box makes rolls with the weapon have the burst calculated, ill close the pr
The box (at least, for now) makes it so that when it is checked the burst popup will appear and when it is not checked it will not. I am going to test this in play, but it is my experience that almost always people will use burst if the weapon can burst. The extra ammo use is rarely enough to dissuade them. Under this assumption it is set to yes as the default option on weapons that can burst. This may change during further testing.
another choice is instead of a checkbox a dropdown with default None
and options Ask, Always
so that the players can choose if they want the weapon to always burst or ask them. In that case the default matter less as they can choose to explicitly use a version that always bursts
Burst doesnt apply to all weapons, so defaulting it to no makes more sense