Closed drowzero0 closed 3 years ago
Weapons should now take skills into account :) Most weapons types can only choose from one skill, but Exotic weapons can choose from any skill either default actors or the owning actors have.
There's only one problem - when weaponType is changed, attackSkill only follows when the sheet is closed - that's being tracked with https://github.com/OctarineSourcerer/cyberpunk2020-foundry/issues/50 though, so consider this one closed.
Btw, the 0 at the end is the Extra Modifiers value the player chooses - I explicitly chose for 0 to still be shown, to make sure the custom modifier is always the one at the end of the roll.
Using the Weapon from the charactersheet.combat tab does not take the depending skill into its calculation. in this case the Actor has the skill "Handgun" at 3