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thomas wrote: How would you prevent client side triggers from handling the parry correct every time?
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thomas wrote: how does this prevent triggers? Remember, modern clients can add a delay, too.
As soon as your gameplay is dependent on some kind of response, it can be the basis for a trigger.
In muds I have played, I've automated lots and lots of tedious tasks - enything from filling a waterskin when I enter a room with a specific room description to particular attack patterns (kick, another trigger from the kick description, based on whether it succeeded or not, same thing with bash, backstab, circle (somewhat like an in-fight backstab?!), disarm, and practically every other skill.
In some cases, I had complete scripts for some bosses, with different kinds of bail-outs if some of my skills misfired.
Consider this situation:You'd end up not hitting anything on a player well versed in scripting his client. And you wouldn't necessarily know it was scripting, either, because the responses can be delayed and sent one character at a time, just like a real persons response.Code:time: 0.00s: Liko begins a low motion sweep. 0.01s: > parry low << triggered by the line above 0.01s: You parry the low sweep 0.02s: > punch body << triggered by the success message. Sends message like "Thomas begins a body punch" to the target. 1.23s: Liko parries the body punch. (or something - perhaps the hit succeeded?) 1.54s: Liko prepares a Fung-ya head strike. << cannot be blocked, but evaded by going low 1.55s: > sweep low << triggered by the line above. ...
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thomas wrote: If I, as a player, react to the low motion sweep (manually), I too will be screwed over by that two-second rule on the next attack.
Anything you can do (as a player), the client can do for you. Quicker, too. But you cannot design your combat system around responses unless you also acknowledge that both human and scripted players will be reacting.
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