Tweak

Just had to unset a registers in the getweapon func.
Tweak

Removed the unset for counterweapon. Will need that in the results.
Dramatic Dramas

Due to more drama around using dramatics, i've decided to disable them
for the time being. I'll work on getting them going after implementing
the rest.
Oops

Turns out I was pemiting both +attack messages to the same player.
Changed it so the right messages are going to the right people.
Defend Messages

First commit for the main defend messages excluding dramatics.
Debug Tweak

Tweaked a bunch of debugging stuff.
Error Checking

Modified the func`invehicle check to differentiate between whether the
check is being made on your or another player.
+check

Updated the main runcode of the +check with the new func`cango to make
it a little easier to read.
Checks & Draws

Realised I got the draws round the wrong way in the +defend results. So
switched em, easy! Also, a few more changes to +check and +defend in
regards to error checking.
Cango

Altering the setup of the +check code to use func`cango created errors
as some arguments needed to be passed, but cango didn't support them.
So, altered func`cango to support atleast one argument.
Nothing

You saw nothing!
defend/clear # and Luck

+attacks now remove luck where applicable. +defend/clear returns luck
where applicable. +defend/clear # implemented and returning luck where
applicable.
AOE Target Count

Altered the data sent during an AOE attack to include how many targets
there were. This will be necessary in the future.
Tweaks

Lots of little tweaks to get the code more secure.
Dramatics

By reducing the number of registers used to store the mod information, I
managed to get dramatics working. However, it seems that the majority of
my work on this project is going to become pointless, as the client has
decided to seriously alter the mathematical process. From the sounds of
it, the only useful things left over are related to the UI, namely
commands, the +defend queue, and the result messages.