feat: combat vertical slice (melee, timed swings, damage numbers) #25
No reviewers
Labels
No labels
alpha:wave-0
alpha:wave-1
alpha:wave-2
alpha:wave-3
area:assets
area:combat
area:ecology
area:infra
area:render
area:scripting
area:ui
area:world
enhancement
epic
migration
post-alpha
roadmap
tech-debt
type:bug
type:chore
type:design
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set
Reference
marco/IsoMmo!25
Loading…
Reference in a new issue
No description provided.
Delete branch "feat/combat-slice"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Summary
Combat vertical slice ("first blood"): player melee vs creatures, server-authoritative, deliberately NOT instant-kill.
Screenshots / recording
How it was tested
CombatSystem via World: swing resolves to a hit when the target stays in range, misses when the attacker steps out of range before it resolves, respects the swing cooldown, and kills-after-enough-hits then respawns (deterministic stationary test creature). Protocol round-trips (Attack/Swing/Attacked). Full suite green (175),
just lintclean, zero warnings.Needs your eyes
I can't verify the GUI: please confirm in-game that the attack animation looks right (I used UO people action 9 for the 1H swing — if the pose is wrong, tell me and I'll pick another action), and that the swing/dodge/damage-number feel is good.
Checklist
just lintpassesjust testgreenf2f4785d098f8f1ea6bd