Closed phylll closed 2 years ago
Among round-over-round effects, there are three types in the above list:
d5283523d33abcd54b9622fa211f9cf034272259 implements (1) and (2) for defense
, along with some general plumbing for everything else. By 32f5fb386366c24a6af8c7724a8b79b5c1cf3489, meleeAttack
and rangedAttack
cover (1) and (2), as well, and the new endOfRoundEffects
script is available to handle (3).
Once this issue is resolved, at least two other things should be streamlined:
a. Rune blade marker-related modifiers could be added to the central m3mgdInjuryStatus
struct.
b. All the text used to report on injury status by various m3mgd_XXX functions should be pulled from the struct, as well.
Fully implemented (without target status markers affecting a different token's attack and without refactoring injury status texts in other m3mgd_XXX functions) in 606a8aeeafc8811746519d2245d809794508b65e
Major injuries e.g. resulting from critical failures in combat are registered using a wide range of additional status markers. Their effects on combat rolls should be processed automatically by combat scripts.
Here's the list of conditions and markers, with their immediate combat effects only (longer-term effects over several minutes or hours are ignored here and need to be roleplayed, see infoboxes):
1d6-abs(LP)
minutes to live / immediate death if result is< 0
half_hazegraball_for_onebroken_heart