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Add flinching mode#97

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RedSparr0w:flinching
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Add flinching mode#97
RedSparr0w wants to merge 1 commit into
ngraves95:mainfrom
RedSparr0w:flinching

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@RedSparr0w
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Adds an option to the config for "flinching mode".
Instead counts down 10 ticks until you can attack next.

Closes #33
Closes #63
Closes #90

@RedSparr0w
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2025-09-08.18.16.13.mp4

PoweredStaves stave = PoweredStaves.getPoweredStaves(weaponId, curAnimation);
boolean matchesSpellbook = matchesSpellbook(curAnimation);
attackDelayHoldoffTicks = getWeaponSpeed(weaponId, stave, curAnimation, matchesSpellbook);
attackDelayHoldoffTicks = config.flinchingMode() ? 10 : getWeaponSpeed(weaponId, stave, curAnimation, matchesSpellbook);
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@Lexer747 Lexer747 Oct 3, 2025

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Flinching isn't always 10 ticks. The wiki seems to agree https://oldschool.runescape.wiki/w/Flinching that it can vary, maybe this should be configurable (N tick choice) or just smarter and implement what the wiki describes.

E.g. this wouldn't work for the scarab mage example the wiki gives, but being able to set it too 15 ticks would be a proper delay for that NPC.

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In that case, could we have a checkbox to enable flinching mode and a field to enter the number of ticks we want the timer to be?

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That would would work for me, either a config that's adjustable or a list of commonly flinched NPCs and the delay they need.

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Helps you to know when to 'flinch' your opponent

is a prohibited feature.

https://secure.runescape.com/m=news/third-party-client-guidelines?oldschool=1

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So are all the features prior to that specific lines, and you can find them implemented in some form of ways in other plugins. Flinching is not an efficient mechanic anyway and this is more quality of life than anything.

The blogpost you're referencing is out of date and needs a refresh from Jagex point of view on what is acceptable and what is not, as it's something that changes with time.

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Also, we could realistically rename it to Manual Overwrite.

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