Closed phylll closed 5 months ago
Implementation:
In m3mgdExchangeStoreAttack()
, add to the section where attackDamage is stored:
!mmm set maxDamage = maxRoll(script.weaponDamageExpr) + script.weaponDamageBonus
!mmm if setattrmax(dataExchangeID, m3mgdAttrAttackDamage, maxDamage) == maxDamage
!mmm set storeCounter = storeCounter + 1
!mmm end if
defense
can then pull this information and use it in case of a successful critical hit.
Unblocked this by the most inelegant solution imaginable, see commit 615a8d39c6d0273f4a065b6e9c3d497e2987afd4
405ef3d701dc2c34ceeabcadf3c274c0f0a265c7 implements this more transparently, not during data pass-through as suggested above but during damage calculation in the attack scripts where the modified damage can be properly displayed to the players, as well.
House rule: critical hits that succeed (i.e. not defended with a critical success) cause maximum damage rather than the damage rolled by the attacker. For a weapon causing
1d6+2
, for example, and an additional damage bonus of+1
, each successful critical hit will cause6+2+1=9
damage to the target.Requires https://github.com/michael-buschbeck/mychs-macro-magic/issues/207