luciensadi / AwakeMUD

The Community Edition fork of the 'Awakened Worlds' Shadowrun 3 MUD codebase.
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Fix reaction/initiative aug/magic compatibility #714

Closed jdevnull closed 9 months ago

jdevnull commented 9 months ago

M&M pg79:

Magic effects, such as adept powers and spells, are usually complementary to bioware effects.

Further down the page:

If Reaction/Initiative-boosting bioware is used in conjunction with adept powers or spells that boost Reaction and Initiative, only the highest bonus applies.

So, this PR does the following:

  1. Muscle toner and cerebral boosters, while they affect the reaction calculation, do not directly augment the reaction stat, thus they should be compatible with reaction increasing magics.
  2. The higher of either total reaction augmentations -or- reaction magic should be applied.
  3. The higher of either total initiative dice augmentations -or- initiative dice magic should be applied.
jdevnull commented 9 months ago

Question: This effectively redefines incompatibility as meaning that only the higher value applies. Would it make sense then to strip out the code that prevents casting the increase reaction and increase reflexes spells from being cast on those with reaction/initiative augmentations?

Edit: This redefinition and stripping out the casting restriction would also be the easiest way to fix the bug where the increase reaction spell blocks the increase reflexes spell and is blocked by the increase qui/int spells, muscle toner, and cerebral booster.

luciensadi commented 9 months ago

Can I get write access to your fork? I need to push the updated workflow file so the build can succeed.

jdevnull commented 9 months ago

Available direct decker reaction/initiative bonuses are their cyberdeck's response increase, running a hot ASIST while using pure DNI, and a reality filter, for a cumulative maximum bonus of +10 reaction +5D6 initiative (Matrix pg 24). If we assume that all player deckers use pure DNI, then their reaction = intelligence (Matrix pg 18). Direct cyber/bio bonuses to reaction/initiative don't apply (Matrix pg 24). Magical bonuses are not mentioned, so I assume they also don't apply. This revision fixes the bug where the cerebral booster bonus and pain editor penalty weren't propagating to matrix reaction, and implements the missing reaction/initiative from using a hot ASIST with a pure DNI.

Except for VCRs, direct cyber/bio bonuses to reaction/initiative (and indirectly through quickness) don't apply (R3 pg 27). There's a line stating that physical spells affecting reaction do apply (R3 pg 28), but no such spell exists (there's only a mana spell that does that). For ease of coding, I assume magical bonuses have the same restrictions as cyber/bio. This revision fixes the bugs where the cerebral booster bonus and pain editor penalty weren't propagating to rigger reaction, and where the pain editor penalty wasn't propagating to control pool.

However, this PR does allow direct reaction/initiative bonuses to apply to riggers from drugs. SR3 rules as written is unclear on this point, but this is necessary to allow riggers to keep up with samurai (though an alternative solution exists if we want to consider ruling that drugs don't stack with reaction/initiative increasing 'ware/magic). I also implemented a cap at 5 for bonus initiative dice, as the fastest samurai and riggers should not be faster than the fastest deckers.

I think another review (to sanity check the new changes), and then this PR will be ready to be merged for testing.

luciensadi commented 9 months ago

Thanks! Merging to test.