Also known as: FIGHTING · MELEE · ROUND · ROUNDS · COMBAT-ROUND · COMBATROUNDS · COMBAT-LIST
Help: CombatCore 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 DelayWAIT 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 Modesreader 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