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combat structure blocks special combat actions #1161

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quarklikeadork opened this issue Jun 4, 2022 · 1 comment
Open

combat structure blocks special combat actions #1161

quarklikeadork opened this issue Jun 4, 2022 · 1 comment

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@quarklikeadork
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combat processes actions in order from [auto_combat_default_stage1.ash] to [auto_combat_default_stage5.ash],

instakills and other instant combat enders are in stage2, most special combat actions are in stage4,
so if instakills are available, special actions can not be performed unless stage2 is skipped under the same conditions used in stage4, as of now this is only done for sniffing, not for other actions like copying.

Under the current combat structure stage2 would have to duplicate most of the code in stage4 to know when not to end combat, stage4 script can't just be run to check for returns because running it would mark skills and items as used

@Malibu-Stacey
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Yeah it's a horrible "architecture". My suggestion when this was being worked on was to separate it into 2 chunks.
Chunk 1 would be stuff that doesn't end the combat like special actions. Chunk 2 would be anything that (potentially) ends combat such as insta-kills & spells or attacks etc.

Does anyone listen to me? I only have 2 decades of experience building systems. What do I even know about software anyway?

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