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Synchronize Damage Feature #8305
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059f6e0
Adds ClientAttackMotion to mob database
aleos89 e89d89e
Increased version number
Lemongrass3110 82afe60
Synchronize Damage Feature
Playtester fae8477
ClientAttackMotion Min and Default
Playtester 2b02765
Resolves invalid parsed values
aleos89 d30e016
Made synchronize_damage work together with delay_battle_damage
Playtester ef28d9e
Apply suggestions from code review
Playtester 3bc4534
Ensure clientamotion is at least 1 already in constructor
Playtester 70fdcba
Update ClientAttackMotion values
aleos89 31ad1f4
ClientAttackMotion cleanup part deux
aleos89 1262acd
Added status_get_clientamotion and optimized implementation
Playtester 611e2c3
Apply suggestion: Check config first
Playtester 6586b56
Code optimizations based on feedback from Lemongrass
Playtester 36e7923
Fixed spaces
Playtester f1430ba
Removed != 0 check
Playtester 2fc675b
Improved documentation and moved setting to battle.conf
Playtester 52fdaf7
Fixed problem that caused build to fail
Playtester a801950
Unified the amotion calculation in battle_delay_damage
Playtester 313109b
Code optimization (easier to read)
Playtester 308dafb
Comment in battle.conf updated by Lemongrass
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Could we not add a check for that as well? Maybe in another PR?
Basically we would just have to replace the skill_id == 0 check with a skill_id == 0 || skill_get_delay == 0 (pseudo) check?
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The correct way to implement this for skills is to define the clientamotion for each skill and then use this information when sychnronize_damage is enabled. Would be great, but currently we don't have this information available.