ATTACK
Initiates or continues combat against a target. The AI planner automatically generates an optimal sequence of combat actions — positioning, striking, and defending — based on the Actor’s weapons, distance, and remaining action points.
This is the high-level combat interface. For manual control, use the individual combat commands (advance, strike, retreat, defend) directly.
Syntax
Section titled “Syntax”/attack [target]Arguments
Section titled “Arguments”| Argument | Required | Description |
|---|---|---|
target | No | The local ID of the character to attack (e.g., N1) |
If no target is specified and the Actor is already in combat, the planner continues against the current target. Autocomplete suggests valid targets.
Examples
Section titled “Examples”Attack an NPC:
/attack N1Continue attacking the current target:
/attack- If the Actor is not already in combat, this command initiates a new combat session.
- The AI planner considers weapon ranges, current distance, available AP, and defensive needs to build an efficient action plan.
- The Actor can switch between
/attackand manual commands freely during a fight. - This command appears when a combat session is active.
See Also
Section titled “See Also”- advance — manually close distance
- retreat — manually create distance
- strike — manually attack with a specific weapon
- defend — end the turn defensively
- Combat Overview — how the combat system works