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Fix reaction/initiative aug/magic compatibility #714
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9fe860b
Fix reaction/initiative aug/magic compatibility
jdevnull 6e46fcd
Use int instead of sbyte
jdevnull 9722c71
Update c-cpp.yml
luciensadi 1cc172d
Fix decking/rigging reaction
jdevnull 79a0fe9
Merge branch 'minor_fixes' of github.com:jdevnull/AwakeMUD into minor…
jdevnull 3d082ce
Fix variable name
jdevnull b9a72a3
Control pool should be based on mental_rea
jdevnull 98a2869
Fix decking/rigging reaction/initiative, v2
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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.