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bugSomething isn't workingSomething isn't working
Description
Due to "under_attack":
if (character.target == null || !Target.attackable(character, target)) {
character.mode = EmptyMode
return
}
npcCombatStop { target ->
if (target.dead) {
set("face_entity", target)
} else {
clearWatch()
}
target.stop("under_attack")
target.attackers.remove(this)
this.target = null
}
!attackable resets combat which removes the targets "under_attack" allowing the npc to attack, they take it in turns hitting and then the previous resets the under_attack flag allowing the next to attack.
Could really do with tidying up starting combat
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bugSomething isn't workingSomething isn't working