Jit
Jit
Thanks for offering! If you're ok with waiting, I'll have a fix done over the weekend.
It appears setting the flag does not fix this issue. Removing the modifier in `RunScript` seems to cause the target's attack animation to be reset, causing the next attack to...
This is possible. Can I clarify how you would expect the syntax of the command to be? My current idea is to select a visual area, and do ``` vim...
Thank you for using and sorry for the big delay in replying. The `cmap ` checks that `Cmd2#ext#complete#InContext()` is true to trigger the completion. The current implementation is quite simple,...
Unfortunately no. The completion comes from using Vim's own wildmenu completion so it is possible to run a headless Vim in the background and gather the completions asynchronously. While it...
Ok, so I think the cast delay discrepancies would be present.
My concern is that the modifiers are removed during the cast animation. This means that even if you canceled the cast, the modifiers will be removed. Not only that, you...
Ah, I see. So changing Master2 to `GetPlayerOwnerID()` should allow leavers' heroes to acquire attributes?
I can confirm @maxfl example works and the problem with preventing extra endings exists. There's two factors affecting this. Firstly, `b:endwise_addition` is not escaped when `endpat` is generated so the...
We can still use `normal! \