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Okay, so you don't get cxp from ranged attacks, unless the ranged attack is performed against a unit in the hex adjacent? And you only get cxp if the attack misses?? I finally took a good look at cxp, after assuming that I wasn't paying attention before, but now that I have, it looks screwy. Does anyone have any firm rules on how cxp works and whether or not it's supposed to work like this? It seems haphazard.
if (chance > 0) { if (atker->cxp < u_cxp_max(a)) atker->cxp += uu_cxp_per_capture(a, o); /* (should not increment if side just changed?) */ if (other->cxp < u_cxp_max(o)) other->cxp += uu_cxp_per_capture(o, a); }
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