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Added more fixes for the arguments of attack_complex function:
* fixed result flags for the attacker and the target when calling attack_complex function (#323) * tweaked how attacker_results/target_results work when AttackComplexFix is enabled. Minor code edits.
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+3
-4
@@ -587,11 +587,10 @@ ObjCanHearObjFix=0
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;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
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StartGDialogFix=0
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;Set to 1 to fix and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
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;This also changes the behavior of the result flags arguments
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;called_shot - additional damage, when the damage received by the target is above the specified minimum damage
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;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
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;New behavior of the arguments:
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;called_shot - additional damage, when the damage received by the target is above the specified minimum damage (minDmg argument)
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;num_attacks - the number of free action points on the first turn only
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;attacker_results - unused, must be 0 or not equal to the target_results argument when specifying result flags for the target
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AttackComplexFix=0
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;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
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