Dealing with Effects column (Erase, Steal, Critical)
Bugs
Confused character erects a shield barrier if a shield is the confused command prior to regaining sanity in that round. Comes from changing logic to allow barriers to occur at the beginning of a round instead of upon acting
Add a flag to ensure actor is not confused to barrier logic. If confused, no barrier
Could apply to counters, too
Clearing the command for a "regained sanity" character and replacing it with their initial command isn't working. This is only a problem for auto-rounds and can be managed with an input, but sucks for Surprise rounds since that uses the same logic
Ordering on Allies and All Enemies is based on initiative (sorted combatants list), not on presentation (party order and enemy groupings)
v1.1
Allow for reloading battles mid-sim. This will facilitate changing multiple commands (and participants) between rounds and without needing to exit the sim entirely
Throw error if player uses an ability with 0 uses
Consider adding a block property to the Actor class that is set when a shield or blocking skill is used. Check would then be against a defender stat instead of needing to dig through command logic during another character's turn. It would reset at the end of a round
Rework sim to remove "Player" and "Enemy". Restructure to use "not my party" and allow for multiple parties. Key to having multi-front battles and PvP (though PvP might still be functional based on targeting, but end of battle would not be automatic)
Rework stats so base stats are on "Players" sheet and simulator calculates current stats based on equipment?
Spreadsheet now does the work
Split Family into its own field on the "Weapon" sheet?
Similarly, allow for multi-element attacks? [Already can using the "contains" string logic with some rewriting]
Create variables for all static values (e.g. Race Bonus) to improve future update capability
Sticky Notes
Add MAGI to stat growth formula?
Change Healing AI to target most injured enemy? May be able to reuse frontOfGroup framework, but using current_HP
Make buffs that target a whole group? Would make some enemies far more dangerous without buffing players
Count meat eaten in some way? DS levels, too?
Rebuild Classes to use all instantiation logic like I did for the Command class
Add 20% of shield's Block chance to the chance of that player being targeted?
Adding enemies mid-battle disrupts the printing order. See "Populate Combatants" for the right logic
Regen needs to happen before poison to avoid killing since they are effectively happening at the same time
Should Regen look for highest percentage among skills that grant it in the case of multiple instances?
Add a resistance check to affectStat
Player attacks can target nothing at the beginning of a round. Is that okay?