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Combat fixes#955

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Tyluur wants to merge 6 commits intoGregHib:mainfrom
Tyluur:main
Closed

Combat fixes#955
Tyluur wants to merge 6 commits intoGregHib:mainfrom
Tyluur:main

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@Tyluur
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@Tyluur Tyluur commented Apr 20, 2026

  1. When casting a spell you don't have runes for, combat gets stuck in an autocast state.
  2. Casting spells on players was not supported
  3. Walking to target when already at distance is resolved

Tyluur added 6 commits April 20, 2026 10:38
…ements fail

Stop combat swing execution when Magic.castSpell fails due to missing requirements.
Also clear transient spell flags ("spell", "one_time", and "autocast") in failure
paths to prevent follow-up clicks from inheriting stale cast state.
- Add CombatSpellsOnPlayer to handle interface spell clicks via ItemOnPlayerInteract
- Route spell interactions through approach system using wildcard handler
- Dynamically resolve spell names from interface definitions using cast_id
- Support modern (192), ancient (193), lunar (430) spellbooks
- Remove redundant isMagicSpell check from Interact tick loop
- End ItemOnPlayerInteract after initial cast to transfer to Combat mode
- Removes updateInteraction that reset launched flag and re-pathed
- Manual casts now behave like autocast: approach once, stand at range
- Prevents step-forward on each spell click
- Add source parameter to multiTargets() to filter out attacker
- Prevents ice barrage/burst from hitting self in multi when adjacent to target
- Updates spell handler to pass caster reference
@Tyluur Tyluur changed the title Fix magic combat spell requirements glitch Combat fixes Apr 21, 2026
@GregHib
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GregHib commented Apr 22, 2026

Closing as I had a feeling it was going to be a smaller issue than the changes in this PR and quicker for me to merge in #959

@GregHib GregHib closed this Apr 22, 2026
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2 participants