madmaxneo wrote:Unfortunately I really don't have the time to read that debugging article right now. I've been real busy lately and I am trying to keep my game afloat.
Don't take this the wrong way, but you may be putting your energy in the wrong place if this is what you are trying to accomplish.
The level of automation that you are shooting for is really not a necessity to play a table top game. It's a convenience. And, as you've found, getting that convenience to work perfectly in some game systems is not always a simple matter. Some times it's easier to just let your players pick up dice, roll them (or click a simple dice macro roll in MT that displays a result) and then resolve things the old fashion way... like you'd do if you all *were* sitting around a table.
In the meantime, have your players use paper to track and resolve things MT doesn't. And then, as time allows (and participation demands), spend some time getting in some of the nifty automation. I suggest one *tiny* feature at a time. Slowly grow your framework in a way that allows you the time to actually understand what it's doing and how it's doing it. Not having enough time to read articles designed to do just that is a red flag. You're trying to skip very necessary steps in the quest to get from point A to point Z. You might only need to get to B to actually play your game. Because, I can tell you now, you're going to run into issues in a game with automation you don't really understand... and nothing kills a game like the GM wasting time trying to figure out what's wrong with his code while the players sit around twiddling their thumbs.
I didn't automate attacks in my framework for a VERY long time. And even now, it has limitations (i.e. it's really not built to attack multiple targets at once and I still manually roll all monster/opponent attacks because there are far more variables than the ones players have... and I like to roll dice old school!) And an in-game character sheet was also one of the last things I put in because it was really unnecessary (but has now evolved quite nicely over time to do things I never thought I'd have it do).
Truth is, I think your game will be better off if you put more time and energy into the game itself. Online game automation is a strawman for running a great game. It's a crutch that can just as easily ruin a session... and I hate to see you wasting all this "limited" time and energy on something that's not going to "save" your game or make your players walk away wanting more. The content of the game itself will pay WAY bigger dividends than automated attacks.