Implement tick-based game loop, combat overhaul, and attack-any-NPC
Replace immediate combat with a 3-second tick engine that resolves actions, NPC AI, status effects, respawns, and passive regeneration. Players queue combat actions (attack/defend/flee/use) that resolve on the next tick. Any NPC can now be attacked — non-hostile targets incur attitude penalties instead of being blocked. Status effects persist in the database and continue ticking while players are offline. Made-with: Cursor
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@@ -6,4 +6,5 @@ pub mod commands;
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pub mod db;
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pub mod game;
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pub mod ssh;
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pub mod tick;
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pub mod world;
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