3. You move west, he follows, he moves west, you follow, both can execute.
This is not according to what Arman initially wrote. When he moves west in this case his specials abort and he becomes hunted, if I follow and manage to load up specials before he moves, mine are still preparing. Chasing someone usually means hunter and hunted roles change chaotically, unless we ever have a coded auto-hunting abilities, at least to some extent.
arman wrote:A simple summary of the change is that if you leave a room with someone
fighting you your special will abort. Specials won't be affected when chasing a
foe, so should not impact hunting practices.
As you can see, Armans note was but a summary of the basic functionality. Stating that specials wont be affected when chasing a foe, and should not impact hunting practices.
What the special does is it checks if you've moved while in combat, and checks when you try to execute your ability if your target is being hunted. Due to the complexities of player combat we didn't want to restrict it to only hunting, as any moment you can move too far and become hunted. So as long as the ability target is being hunted by you. Your special should not be hindered by movement.
This means that my stated scenario 3.
- You move west, he follows, he moves west, you follow, both can execute.
If both players are preparing special attacks during this interval, then both should succeed.
But dont take my word for it, test it
if you find any issues or bugs, please contact me and Ill look at it.
This is why I have yet to add the instant abort of the ability if you leave combat, as it would impact player hunting. Im currently trying to find a good way to handle it to reduce the "abort sequence" without impacting player fights.