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Defends 2.0 Basic and Advanced Modes

Started by Pistachio [1595823] on in Suggestions.

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Pistachio [1595823]

Introduce a structured upgrade to the defend system with clear separation between simplicity and control.

 

Mode Toggle

 

- Add a toggle to switch between Basic and Advanced modes at any time.

 

Basic Mode (simplified, current-style)

 

- Mirrors the existing system.

- Includes a new option: “First turn: use temporary” to improve early engagement.

- No additional complexity beyond current behaviour.

- This is the default 

 

Advanced Mode (conditional control)

 

- Exposes additional variables:

  - Opponent health (%)

  - Turn count

  - Opponent buffs/debuffs

 

Preset Conditional Rules (with Priority + Validation):

 

- Rules are evaluated in priority order (top to bottom).

- All conditions within a rule must pass for it to trigger.

- Prevents invalid or impossible actions from being executed.

 

Examples:

 

- If turn count is between _ and _ and ammo > 0 then use primary

- If opponent health is between _ and _ then use secondary

- If opponent has speed boost then  use temporary 

 

Previous Turn State Priority

 

- Status effects from the previous turn (e.g. wind-up, paralysed) are evaluated before all rules.

- These states override standard rule evaluation where required.

- Ensures continuity of multi-turn actions and enforced limitations.

 

Fallback Action

 

- Define a default action if no rules pass validation.

- Ensures consistent behaviour and avoids undefined outcomes.

 

Options Cap (Advanced Mode)

 

- Limit the total number of conditional entries.

- Prevents full scripting across all 25 turns.

- Keeps decisions strategic rather than fully automated.

 

Intent

 

- Maintain a clean, familiar system for most players

- Provide depth for advanced users without enabling full automation

- Ensure all actions are valid, state-aware, and predictable