I finally finished the to hit calculations! I've added the download and a list of all the new changes to the first post.
The problem up to now was that I always thought that RIGHT_INVENTORY etc. read what was in that hand at any time, never realizing that it only registered the information if the hand was active. Took a lot of bug hunting, but it (along with the supply and demand mod) runs smoothly (hint to those making sfall scripts the first time, don't just enter and leave a map one time to check if it doesn't crash; try it at least 10 times, the problems like to hide themselves). Annoyingly the armor repair and health rate increases still have some kinks in them so I've removed them from the download. The original exhaustion system I had was also somewhat crash prone, so I changed to something else, but this one's a lot more sensible anyway because it removes Armor Class entirely as a factor.
I think I've incorporated all the relevant perks, traits and hidden variables mentioned in the pseudocode Novarain posted. The only things I still think I need to do is figure out something for multihex enemies (maybe I'll just keep the original's 15% bonus), and a way to make the strength rise to 14 (not actually, but just for the purpose of min strength calculations).
The problem up to now was that I always thought that RIGHT_INVENTORY etc. read what was in that hand at any time, never realizing that it only registered the information if the hand was active. Took a lot of bug hunting, but it (along with the supply and demand mod) runs smoothly (hint to those making sfall scripts the first time, don't just enter and leave a map one time to check if it doesn't crash; try it at least 10 times, the problems like to hide themselves). Annoyingly the armor repair and health rate increases still have some kinks in them so I've removed them from the download. The original exhaustion system I had was also somewhat crash prone, so I changed to something else, but this one's a lot more sensible anyway because it removes Armor Class entirely as a factor.
I think I've incorporated all the relevant perks, traits and hidden variables mentioned in the pseudocode Novarain posted. The only things I still think I need to do is figure out something for multihex enemies (maybe I'll just keep the original's 15% bonus), and a way to make the strength rise to 14 (not actually, but just for the purpose of min strength calculations).