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    copied!<p>It depends in large part on the rules of the game. However, it's not unusual for multiple objects to need to get involved. However, I would advise against putting game-rules code into the MovieClip instance that displays the object; keeping them as peers allows game state to be separated and saved/relayed more easily.</p> <p>Here's an example:</p> <ul> <li>Actor A initiates an attack. <ul> <li>Actor A provides an accuracy value (hit roll).</li> <li>The weapon (or ammunition, if applicable) provides a base damage value (damage roll) and damage type.</li> <li>The type of Weapon determines how Actor A's abilities modify the hit roll and damage roll.</li> <li>Modifiers on the weapon may modify the rolls, add additional damage components, or associate "on-striking" effects with the attack.</li> </ul></li> <li>At this point it seems there's an attack object-class forming, containing the following: <ul> <li>Accuracy value</li> <li>A collection of typed damages (maybe empty for effect-only attacks)</li> <li>A collection of additional effects (maybe empty)</li> </ul></li> <li>Now the attack reaches the target. <ul> <li>Special effects on the target that trigger when attacked may go off.</li> <li>The target may have many layers of defenses -- cover, concealment, evasion, deflection, blocking, armor, and natural armor, for example. Any or all of these may contribute to the attack failing.</li> </ul></li> <li>The attack connects. <ul> <li>Special effects on the target that trigger when struck may go off.</li> <li>The target may have damage reduction or elimination capability as well, such as armor heavy enough to absorb part of an attack, or immunity/resistance/weakness to one or more specific attack types.</li> </ul></li> <li>Actual damage can now be resolved. This may be zero if the attack was accurate but ineffective. <ul> <li>Special effects associated with the attack resolve. <ul> <li>Some may be contingent on damage, such as injury-delivered poison.</li> <li>Some may be unconditional, such as a disabling burst.</li> </ul></li> <li>Special effects on the target that trigger when damaged, such as reactive armor or "thorns" damage, may go off.</li> </ul></li> </ul>
 

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