((Cool beans. Got a question about it though: Does it handle psionic powers and abilities? True, that may not be required for it's primary purpose, namely doing all the math stuff for firing guns, but I'm curious to see if it does handle them.))
((It will, however those will be handled by a separate series of subroutines custom constructed for each attack. Psionic attacks are very different from one another, so I can't just create template text files and plug numbers in. Each one of our psionic chocolates is masterfully hand crafted and garnished with unnecessary violence.
Just finished teaching the program how to do the multiple attacks from a shotgun blast differently than the multiple attacks from an assault weapon. I also now have it correctly applying range bonuses to damage/accuracy when I flip the IsEnergy bool. As soon as I get the FullAuto running properly (Which will, by strange coincidence once again, be the 22nd variable declared for weapons), and load the 32 other weapons, 14 other armors, and all relevant players and enemies onto the .d22 file format, most all of the combat will be completely streamlined.
Slight changes you may notice as a result...
1. Burst attacks have a higher chance of hitting something than a single attack. Before, the chances for a burst hitting at all were exactly equal to the chances of landing a quickshot, bursts just had a chance to hit multiple times.
2. You will see fewer extended rolls and extended damage notation in combat. Before a Burst Attack against a psionic went [Quickshot (Potentially Vs Dodge)] [FireControl] (Armor -x1, -x2, -x3, -x4. HP -y1,-y2)
Now the program will condense this to potentially just (Armor -X, HP -Y). It will have rolled [Quickshot] [FireControl1] [FireControl2] [FireControl3] [FireControl4] [FireControl5] (Armor -x1,-x2,-x3,-x4. HP -y1,-y2), but it may not be shown.
))