The terminal DAZED to IDLE transition was swallowed before the completion
switch ran, so the finished ability stayed set as the current one and the NPC
never started another until it died and reset. Guard abilities compounded it:
NPCs reuse a single ability instance and onExecute left pendingCompletion set,
ending every later activation on its first tick.
- Add Script Tab to Abilities
- Add Custom Ability
- Add Icon Support for Abilities / Default Icon Support
- Remove Icon Tab and throw it into Effects with allowed Override
- Removed Deprecated API Sources
- Fix a bug with Wheel not Clearing for Adding / Removing Abilities
- Fix a bug not being able to resolve Built In Abilities
- Fix a Chained Ability Windup System
Resolved conflicts in AbstractDataAbilities, DataAbilities, PlayerAbilityData
to integrate both toggle system (upstream) and chain delay tracking (local).
ChainedAbility now has UUID and DisplayName fields matching Ability pattern.
ChainedAbilityController rewritten: saves in abilities/chained/, dual-index
by name and UUID, legacy migration from chained_abilities/ directory.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>