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@@ -0,0 +1,100 @@
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<p>
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Arguments:
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<div> <b>*</b> Object - Character or Monster</div>
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</p>
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<p>
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Returns:
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<div> <b>*</b> Promise</div>
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</p>
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<p>Example usages:</p>
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<div class='code'>
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attack(target);
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attack(target).then(function(data){
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reduce_cooldown("attack",character.ping); // Try to increase your dps with ping correction
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});
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attack(target).then(
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function(data){
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game_log("yes!");
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},
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function(data){
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game_log("oh no, attack failed: "+data.reason);
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},
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);
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</div>
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<p>Promise Reference:</p>
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<span class='dlabel'>"resolve"</span>
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<div class='code'>
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{
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source: "attack",
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actor: "CharacterName",
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target: "42", // Monster ID or Character ID
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damage: 1390,
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projectile: "momentum",
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eta: 50, // Arrival in milliseconds
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pid: "abcd1234", // Projectile ID
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"reject"</span>
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<div class='code'>
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{
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reason: "not_found", // Target not found
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}
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</div>
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<div style='margin-bottom: 1px'></div>
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<div class='code'>
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{
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reason: "too_far", // Target too far
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distance: 120,
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origin: "server", // or "client"
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}
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</div>
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<div style='margin-bottom: 1px'></div>
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<div class='code'>
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{
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reason: "cooldown", // Target too far
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remaining: 20, // 20 milliseconds remaining
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}
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</div>
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<div style='margin-bottom: 1px'></div>
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<div class='code'>
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{
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reason: "no_mp", // No MP
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}
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</div>
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<div style='margin-bottom: 1px'></div>
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<div class='code'>
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{
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reason: "disabled", // Character disabled
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// If you are stunned, you can't attack
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}
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</div>
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<div style='margin-bottom: 1px'></div>
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<div class='code'>
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{
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reason: "friendly", // PVP attacks in PVE servers
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// PVP attacks against friendly targets
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}
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</div>
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<div style='margin-bottom: 1px'></div>
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<div class='code'>
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{
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reason: "failed", // Other reasons
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}
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</div>
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<div style='margin-bottom: 1px'></div>
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<div class='code'>
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{
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reason: "miss", // Attack missed
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// Old response
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// Replaced by "too_far" and "cooldown"
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}
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</div>
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<p></p>
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<span class='redlabel'>"source"</span>
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