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Spells not being queued #3153
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I don't think you can have more than 2 melee skills, also I think it was done by design? 🤔 |
nope. happens still for ranged attacks too, skills are simply not being queued. so in theory if my creature has 10 skills, with high recharge rates, or slow animations, some skills may never get used. if that's by design, then its bad honestly. What should happen is, as soon as a skill is ready, be put in a queue, i would even go as far as adding a SHOT property that sets priority of the attack, so the order is adjusted dynamically when a skill is ready. 2024-04-18.17-52-53-1.mp4 |
Then I believe the priority system I have on a PR should fix this, can you try the prototype? |
Ofcourse. Always ready to test. Drop a link or @ me on disocrd. |
2024-04-18.03-11-11-1.mp4
Look closely at the skill bar, all available skills are not being utilized. The 2 last spells are also significantly stronger.
Its a minor issue considering all spells have different recharge timers, but the point is, not all skills are being used in sequential order.
There should be a queuing system, as soon the spell is done charging, its queued up and ready.
Here is the script for all 4 of the melee strikes. with different names of course. but mostly identical.
[instance50]
NAME = MELEE_FAST
SYMBOLSPRITES = MELEE_WEAK
TOOLTIPTEXTID = 1200
TIME = 8
ACTIONTIME = 3
RESETTIME = 4
FPTIME = 8
FPACTIONTIME = 3
FPRESETTIME = 4
FORCEVISIBILITY = 100
GRAPHICS = ATTACK
RANGEMIN = 0
RANGEMAX = 300
PROPERTIES = DESTRUCTIVE MELEE_ATTACK DISPLAY_SWIPE REPEAT_TRIGGER
FUNCTION = CREATURE_FIRE_SHOT MELEE_FAST_FUNCTION 0
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