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authorhistoria <[not public]>2026-07-01 22:30:31 -0400
committerhistoria <[not public]>2026-07-01 22:30:31 -0400
commitc14c2e403c75a913e1a6d962fb6fe64f013adae5 (patch)
tree75070293fe2535b594ac72e501cbf08a3f1146e0 /building_guide/objects.md
parent8eec7b75ff9c8c368b252373db45fb891732d2ca (diff)
downloadthehouseoficarus-c14c2e403c75a913e1a6d962fb6fe64f013adae5.tar.gz
fix: combat formulas and mob attack types (mobs switch attack styles if safespotting)
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diff --git a/building_guide/objects.md b/building_guide/objects.md
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@@ -449,9 +449,12 @@ player flags via talk node actions:
### Combat Integration
-- Melee mobs (attack_type: stab/slash/crush) cannot initiate aggro or land hits on
- safespotted players if the mob's size is within the safespot's `max_block_size`.
-- Ranged and science mobs (attack_type: ranged/science) ignore safespots entirely.
+- A safespot blocks a mob's **melee** attacks if the mob's size is within the
+ safespot's `max_block_size`.
+- When a mob's melee is blocked, if it also has a `ranged`/`science` attack type it
+ switches to its strongest ranged/science attack (by max hit) and keeps attacking.
+ A mob with only melee is fully blocked (cannot aggro or land hits).
+- Mobs whose size exceeds `max_block_size` are never blocked and always use melee.
- If a safespotted player attacks with melee, they automatically leave cover.
- Hiding in combat takes 4 ticks; if the mob hits during this time, the hide fails.
- Hiding out of combat takes 1 tick.