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Random damage now complete.
Thanks to the * unpacking operator, implementing random damage turned out to be a snap! Monsters, players, and even weapons, all can now roll random damages by storing a list of rolldice args and then passing it to rolldice with a leading *. This even works for the spell constants, so they are now randomized as well! There is a thiiiin possibility that it's not taking the highest= option, but initial testing doesn't seem to confirm it. May have to copy out the code and run some tests in the interpreter. With this implementation though, the basic engine is now complete for milestone 0.1. Next step: setting up a binary release!
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