diff options
-rw-r--r-- | rules.js | 10 |
1 files changed, 3 insertions, 7 deletions
@@ -23,8 +23,6 @@ const RUSSIANS = "Russians" const P1 = TEUTONS const P2 = RUSSIANS -// TODO: service shift before spoils ? - const DIE_HIT = "01234567" const DIE_MISS = "01234567" @@ -7930,7 +7928,6 @@ for each battle step: */ function format_strike_step() { - // TODO: format strike group and target groups too? if (game.battle.storm) return storm_steps[game.battle.step].name return battle_steps[game.battle.step].name @@ -8536,8 +8533,6 @@ states.assign_hits = { view.group = game.battle.strikers.map(p => game.battle.array[p]) - // TODO: hits or xhits choice - if (game.battle.storm) { if (is_attacker()) { // Storm - attacker must apply hits to armored first @@ -8654,7 +8649,8 @@ function action_assign_hits(lord, type) { let protection = FORCE_PROTECTION[type] let evade = FORCE_EVADE[type] - // TODO: manual choice of hit type + // TODO: hits or xhits choice + let ap = (is_armored_force(type) && game.battle.xhits > 0) ? 2 : 0 if (type === SERGEANTS || type === MEN_AT_ARMS) @@ -9383,7 +9379,7 @@ function find_lone_friendly_lord_at(loc) { function goto_battle_spoils() { set_active_victor() - if (has_any_spoils()) { + if (has_any_spoils() && has_friendly_lord(game.battle.where)) { log_h3("Spoils") log_spoils() game.state = "battle_spoils" |