COMBAT

reference

Also known as: FIGHTING · MELEE · ROUND · ROUNDS · COMBAT-ROUND · COMBATROUNDS · COMBAT-LIST

Help: Combat Core Idea Nukefire combat is a combat-list system. When a fight starts, the attacker is added to the active combat list, both sides are marked as in combat, sleep is stripped, and the attacker begins tracking a target. Combat then advances in ticks. Each tick checks who is still valid, alive, in the same room, and actually fighting. Dead, invalid, or separated targets are cleaned out instead of being attacked forever. Player and NPC Slices Combat alternates sides. One slice handles player turns, then the next slice handles NPC turns. Being in combat does not mean you swing every tick. Your personal combat wait still has to count down. Combat Wait and Fight Speed Your normal melee turn uses fight speed. Lower fight speed is faster. When your combat wait reaches 0 or less on your side of the slice, you get a normal combat action and your wait resets from current fight speed. WAIT and Skill Delay WAIT is command lag from actions. A skill can leave you unable to act for a few pulses. skill delay is separate; it is an internal cooldown used by automated skill packages, NPC suites, and chained logic. Combos Many combat skills use a random WAIT table. If a recoverable skill rolls 0 WAIT while you are already fighting, it can create a Flawless Recovery moment. That is when a saved combo can fire. Combos are not a free always-on rotation. They depend on 0-WAIT recoveries, a valid target, enough resources, combo budget, and normal skill rules. Assist and Group Flow Before an actor's main attack, group logic can run. This includes autoassist, groupassist, and autorescue for group members who are alive, present in the same room, and able to act. Target-side autorescue can also fire when someone outside your group attacks a groupmate. Output Modes reader and compactcombat do not change combat mechanics. They change the amount of combat text. Reader mode favors stable summaries. Compact combat hides much of the repeated swing spam and shows clearer round totals. Special Zones Some zones can pause or control combat. Dungeon shards may pause the combat loop for players inside them. Turn-based zones can let special zone rules decide who acts instead of ordinary free-running combat. See Also: fightspeed, wait, combo, groupassist, autoassist, autorescue, combat-list