Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Summary
SUMMARY: Bugfixes "Fixed counterattacks stunlocking the character."
Purpose of change
Fixes #44986
Describe the solution
The check for a counter technique was incorrect, allowing any technique to be used as a counter without a move check. That has been amended.
Describe alternatives you've considered
WHEREIN LIES THE PROBLEM.
Right now, most counterattacks are completely regular attacks that are performed automatically. A few of them have additional effects, but when the counters cost the same amount of moves as regular attacks, there's no point making them counters, because then they could be just regular attacks, with an added bonus that the player is able to control who he's attacking. Uncontrollable attacks that consume moves can be undesirable for many reasons: the player might want to prioritize a different target; the player might not want to fight at all; the player might not want to attack a specific zombie (boomers, zombies that strike back with acid, zombies that shock attackers); the player might be standing in the acid or being zapped; etc etc etc. Automatic consumption of moves is bad.
Counters need something that makes them more interesting than a regular attack you can't control. There are a few ideas for this:
I personally find ideas 1 and 4 most interesting, because 2 and 3 both involve the player automatically using moves and don't fix the fundamental problems, but for now I'd like to get the bug fixed, because melee is unplayable.
Testing
Teleported into a crowd of zombies, gave myself level 20 unarmed and all styles, switched to Judo, kept skipping turns. Character made one counter per turn, making all turns last 2 seconds. Switched to no style, no counters, all turns lasted 1 second. Again, I don't think automatically making a move is okay, but it's better to skip 1 turn than 10.