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Fix reaction/initiative aug/magic compatibility #714
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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. |
// We want the higher of either cyber+bio or magic/adept | ||
sbyte aug_rea = GET_REA(ch); | ||
sbyte aug_init_dice = GET_INIT_DICE(ch); | ||
GET_REA(ch) = 0; |
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Should this be GET_REA(ch) = GET_REAL_REA(ch)
?
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The quickness and intelligence contributions to reaction get added in at the very end of all the attribute stuff, so that drugs, capping, and nerve strike modifiers all apply.
There's a question as to how GET_REAL_REA should be calculated though... SR3 rules consider cerebral boosters, muscle toner, and adept improved ability to be natural in most cases.... but not always, since toners (and probably also adept improved qui) don't apply to reaction when rigging.
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I don't have a strong opinion on that question myself, so if you're confident in this code as it stands I'm happy to merge it for testing.
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Maybe leave GET_REAL_REA alone for informational purposes, and then if we're decking or rigging, let's update GET_REA (and GET_INIT_DICE) to the appropriate values.
Can I get write access to your fork? I need to push the updated workflow file so the build can succeed. |
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. |
Thanks! Merging to test. |
M&M pg79:
Further down the page:
So, this PR does the following: