Found out that you can attempt certain combat action before the round is fully initialized, because enemies set "encounter" to 1 before anything else. That variable is what blcoks your from doing actions out of combat. And between rounds, all of your controls lock, so no issue. But just before your first turn of any combat, it's possible to spam an action button and pre-empt the enemy even really initializing, potentially leading to some weird results. I managed to have the color tint from an attack remain on screen until a new attack was carried out, for example. Or you can lose a combat skill, but not get the result before combat properly initializes, thus resettting the action.
Put in a double bind where a new variable "combatok" must be 1 for combat-only actions to be doable. It is set at a later point in the combat robot, after everything is properly initialized. Then set to zero at combat end.
Maxim once reported an issue where an "x-poison" dialogue cut off the use of a triple dagger throw skill. I believe what actually happened was that the skill was activated before combat was fully initialized. It would have been cut off, even if the player wasn't poisoned.
I'm a bit nervous about fiddling about with the core of the combat loop at this point, but the fix seems solid.
This post has been edited by MicMotorhead: 22 February 2025 - 08:25 AM