Scrollbound
Macro APITriggers

Combat Action Requested

Chooses the player's next combat action.

Category
Combat
Runs when
The player needs to act.
Summary
Chooses the player's next combat action.
Version
1

Events

  • system-combat-action-requested

Inputs

TriggerInputTypeDescription
Combat Action RequestedRound numbernumberCurrent combat round number.
Combat Action RequestedEnemy countnumberNumber of active enemies.
Combat Action RequestedSelf life rationumberCurrent life divided by maximum life.
Combat Action RequestedSelf mana rationumberCurrent mana divided by maximum mana.
Combat Action RequestedSelf has life consumablebooleanWhether a life-restoring consumable is available.
Combat Action RequestedSelf statusesarrayStatus keys currently active on the player.
Combat Action RequestedGuard readybooleanWhether Guard is currently ready and affordable.
Combat Action RequestedFirst ready non-basic abilitystringThe first ready non-basic ability key, or null when none is ready.
Combat Action RequestedAbilitiesarrayAbility readiness records with key, cooldown, and affordability.
Combat Action RequestedRend readybooleanWhether Rend is currently ready and affordable.
Combat Action RequestedEnemiesarrayActive enemies with index, life band, tier, statuses, and intent.
Combat Action RequestedEnemy intentobjectCurrent enemy intent, or null when no action is being prepared. Intent records include kind, damageType, and magnitudeBand.
Combat Action RequestedAny heavy intentbooleanWhether any enemy is preparing a heavy action.
Combat Action RequestedAny enemy castingbooleanWhether any enemy is preparing a cast.
Combat Action RequestedAny enemy lowbooleanWhether any enemy is in the low life band.

Blocks

BlockCategorySummary
Use Potion ThresholdCombatChecks whether a potion should be used at the default life threshold.
Retreat Below LifeCombatChecks whether the player is below the default retreat threshold.
If Ability ReadyCombatChecks whether a combat ability is ready and affordable.
If Enemy LowCombatChecks whether any active enemy is in the low life band.
If Heavy IntentCombatChecks whether any active enemy has heavy intent.
If Self StatusCombatChecks the first status currently active on the player.
AttackCombatReturns attack to the active Combat Profile.
Focus Casting EnemyCombatReturns an attack decision targeting a casting enemy.
Use AbilityCombatReturns a specific ability decision to combat.
GuardCombatReturns Guard as the selected combat ability.
Drink PotionCombatReturns drink potion to the active Combat Profile.
RetreatCombatReturns retreat to combat.
PauseFlowReturns pause to the Storyteller.