From c14c2e403c75a913e1a6d962fb6fe64f013adae5 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Wed, 1 Jul 2026 22:30:31 -0400 Subject: fix: combat formulas and mob attack types (mobs switch attack styles if safespotting) --- building_guide/objects.md | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) (limited to 'building_guide/objects.md') diff --git a/building_guide/objects.md b/building_guide/objects.md index a897255..af693c4 100644 --- a/building_guide/objects.md +++ b/building_guide/objects.md @@ -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. -- cgit v1.2.3