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AutoSword not accounting the new mace #994

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4 tasks done
Senpai021 opened this issue May 19, 2024 · 0 comments
Open
4 tasks done

AutoSword not accounting the new mace #994

Senpai021 opened this issue May 19, 2024 · 0 comments
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status:unconfirmed New issue. Needs triage. type:enhancement New feature or request

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@Senpai021
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Senpai021 commented May 19, 2024

Pre-suggestion checklist

  • I have searched existing issues and didn't find any previous issues with the same suggestion.
  • This is only one suggestion. I understand that GitHub issues don't work well with lists.
  • This feature doesn't already exist in the latest version of Wurst. I've made sure my installation is up to date.
  • I have looked at the code and am reasonably confident that this suggestion is possible to implement.

What type of improvement are you suggesting?

Other (please explain in description)

What type of player would find this improvement useful?

PVPers, Players who want optimal performance, Probably Hardcore Players as well

Description

I've noticed an issue with the AutoSword Speed feature: it doesn't account for having both a mace and a sword in the inventory. Currently, it switches to the sword even though the mace, which is just as fast, deals more damage. From my review of the code, it appears that the mace isn't being checked.

For context, I currently have a mace and an iron sword in my inventory. I'm not sure how difficult this would be to implement, but I think it should be possible to add functionality that checks the player's fall distance and the mace's damage potential.

@Senpai021 Senpai021 added status:unconfirmed New issue. Needs triage. type:enhancement New feature or request labels May 19, 2024
@Senpai021 Senpai021 changed the title AutoSword currently not working with Sword + Mace AutoSword not accounting the new mace May 19, 2024
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Labels
status:unconfirmed New issue. Needs triage. type:enhancement New feature or request
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