Fix combatsystem and I will make a quest! (I promise)

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Habiki
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Joined: 29 Jul 2010 15:29
Location: China

Re: Fix combatsystem and I will make a quest! (I promise)

Post by Habiki » 06 Mar 2014 22:23

On a similar note, let's say there's a team combat situation going on in Faerun, for example. The team is attacking a group of four orcs and they're all targeting the leader. The leader attacks the first orc, the team assists and kills the first orc. Immediately after the kill, the team members assist again to target the next orc, but that orc is "not in combat" until there is physical contact made by or upon the leader. This can result in teammates not assisting in combat.

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OgreToyBoy
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Re: Fix combatsystem and I will make a quest! (I promise)

Post by OgreToyBoy » 06 Mar 2014 22:31

or set timer for assist, then you can afk on and on and on :)

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Zhar
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Joined: 17 Apr 2012 12:09

Re: Fix combatsystem and I will make a quest! (I promise)

Post by Zhar » 06 Mar 2014 22:51

OgreToyBoy wrote:or set timer for assist, then you can afk on and on and on :)
Pretty much this. In my macros I've always set delay to assist (3 seconds usually) and never had problems like that. I have delay timers on most things as I hate spam and error messages so even if 5 things attack me I will issue the <special> command only once, likewise, if many things attack team leader/member or he attacks multiple targets in rapid succession I will only issue a single assist command.

For the lazy:

Code: Select all

/def check_assist = \
    /if (assisting) \
        /if (!assisted) \
            /repeat -3 1 /send assist %leader %;\
        /endif %;\
    /endif

/def -Fp1 -mregexp -t'>? ?([A-Z][a-z]*) attacks' team_attack = \
    /if (leader =~ {P1}) \
        /check_assist %;\
    /endif

/def -Fp1 -mregexp -t'attacks ([A-Z][a-z]*)' team_under_attack = \
    /if (leader =~ {P1}) \
        /check_assist %;\
    /endif

/def -Fp1 -mregexp -t'>? ?([A-Z][a-z]*) turns to attack' team_next_attack = \
    /if (leader =~ {P1}) \
        /check_assist %;\
    /endif

/def -Fp1 -mregexp -t'>? ?([A-Z][a-z]*) assists' team_assist = \
    /if (leader =~ {P1}) \
        /check_assist %;\
    /endif

/def -F -mregexp -t'>? ?([A-Z][a-z]*) killed .*\.$' team_killed = \
    /if (leader !~ "none") \
        /check_assist %;\
    /endif

/def -F -mregexp -t'^You assist' you_assist = \
    /set assisted 1 %;\
    /repeat -3 1 /set assisted 0
Note that in the team those triggers only ever check leader for assist purposes and ignore team members (the only exception being if something died, then it tries to assist).
Time is precious. Waste it wisely.

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Zhar
Wizard
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Joined: 17 Apr 2012 12:09

Re: Fix combatsystem and I will make a quest! (I promise)

Post by Zhar » 07 Mar 2014 12:05

Hmmm... I never experienced it as broken and it never really bothered me.
Time is precious. Waste it wisely.

Zar
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Joined: 21 Feb 2011 19:17

Re: Fix combatsystem and I will make a quest! (I promise)

Post by Zar » 07 Mar 2014 21:53

I don't think it is broken.
If you fight three orcs, you kill one. Who is your next target?

If you want to be deterministic, make a trigger to attack next target.
If you want to wait mud to decide next target, let it be on its own rules (First mob that hits you starts to be your target)

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Mim
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Re: Fix combatsystem and I will make a quest! (I promise)

Post by Mim » 18 Mar 2016 17:23

I can also make a quest.

-:"Push queen."

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