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**TO HIT CALC
local playerWeapon = gamesim_players[playerIndex].selected_weapon_stats
local numDice = playerWeapon.speed + gamesim_players[playerIndex].speed
local diceRollReq = get_monster_ai_acc() + gamesim_players[playerIndex].evasion
local neededRoll = ''
if gamesim_state.monster_is_knocked_down then
neededRoll = 3
else
neededRoll = playerWeapon.acc + gamesim_monster.evasion - gamesim_players[playerIndex].accuracy
end
local blindString = ''
if isBlind then
if not gamesim_state.monster_is_knocked_down then
neededRoll = neededRoll - 1
blindString = '+1'
end
end
**KNOCKDOWN SCRIPT
--playerLookAt(playerColorClicked, monster.getPosition(), 30)
gamesim_state.monster_is_knocked_down = not gamesim_state.monster_is_knocked_down
refresh_stats()
function end_round()
player_reset_turn(1)
player_reset_turn(2)
player_reset_turn(3)
player_reset_turn(4)
player_hide_wound_buttons()
monster_reset_turn()
if gamesim_state.monster_is_knocked_down then
monster_knockdown()
end
end