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Units have an attack range that the player should see a graphical view of. It'll be similar to the movement visualization but with a red tint instead of a blue tint. It also should only be shown on gr…
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### Ability name
Tiny Basic Attack
### Description
when using tiny basic attacks when using tree grab or not, tiny attacks are like using the echo sabre item
### Example Match ID (and possibly Tim…
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Hello, I was wondering if This module has the ability to function with the Clustered Shot feat which says that when doing a full attack action with a ranged weapon attacks all the damage of the hits a…
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From https://github.com/i7/ATTACK/issues/3: Allow attacking as a reaction if the attacker and defender are both using ranged weapons.
I will implement this as an ATTACK module/extension which we can …
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### Describe the bug
Monsters with ranged attacks will attempt to use them so long as they have line of sight to the player. They will not check if it's actually possible for their attack to hit. Thi…
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**Describe the bug**
Mobs not attackable in melee range, but they are attackable with nanos.
When they die they are not leaving a dead body.
**To Reproduce**
Steps to reproduce the behavior:
1.…
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I've been trying to think of a way to support thrown weapons. Some of the things they would need to support and challenges
- Listing the attack as _Melee or Ranged Weapon Attack_
- Listing a Melee…
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Range should be measured based on distance to capsule boundary, not capsule center (easy approx: subtract horizontal radius).
Then growing leads to more enemies attacking the player
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- [x] I understand that if I do not agree to the following points by completing the checkboxes my issue will be ignored.
- [x] I have read and understood the [Contributing Guide]…