Rinn
Developer
While this may be intended functionality I want to start a discussion on how ccs rounds work.
Currently if you have a ccs that contains consult scripts that take more the one action (such as ftf or smart statis), the round number is incremented for each action taken. This means if you had something like this:
1: consult SmartStasis.ash
2: item spices
3: attack
If in this case SmartStasis.ash took more then 1 combat turn to operate the second action (use spices) will get skipped and go directly to attacking. A while ago I was unaware of this functionality and to remedy the situation I hacked my ccs to have a bunch of notes after scripts I knew would take more then a single turn to process:
[ default ]
1: consult SmartStasis.ash
2: note buffer
20: consult paper shuriken.ash
21: consult raindrop.ash
22: note buffer
30: consult FeatherExpress.ash
31: note Roc Feather
32: note buffer
40: consult mayfly.ash
41: consult action.ash
This is my current default ccs, as you can see I've thrown in 'note buffer' after every script I believe could take multiple combat turns to operate. So I'm asking is this logical? Would you expect your ccs to always run in sequential order or to use the literal combat round to figure out what line to run next? I'm aware I can keep using these buffers, or to just have one massive combat consult script (I really prefer having several smaller scripts), but I'm curious if this is something worth looking into.
Currently if you have a ccs that contains consult scripts that take more the one action (such as ftf or smart statis), the round number is incremented for each action taken. This means if you had something like this:
1: consult SmartStasis.ash
2: item spices
3: attack
If in this case SmartStasis.ash took more then 1 combat turn to operate the second action (use spices) will get skipped and go directly to attacking. A while ago I was unaware of this functionality and to remedy the situation I hacked my ccs to have a bunch of notes after scripts I knew would take more then a single turn to process:
[ default ]
1: consult SmartStasis.ash
2: note buffer
20: consult paper shuriken.ash
21: consult raindrop.ash
22: note buffer
30: consult FeatherExpress.ash
31: note Roc Feather
32: note buffer
40: consult mayfly.ash
41: consult action.ash
This is my current default ccs, as you can see I've thrown in 'note buffer' after every script I believe could take multiple combat turns to operate. So I'm asking is this logical? Would you expect your ccs to always run in sequential order or to use the literal combat round to figure out what line to run next? I'm aware I can keep using these buffers, or to just have one massive combat consult script (I really prefer having several smaller scripts), but I'm curious if this is something worth looking into.