From 10c9d907b5087f676931db5d7650ff54414da3b4 Mon Sep 17 00:00:00 2001 From: Jared Miller Date: Mon, 16 Feb 2026 16:38:21 -0500 Subject: [PATCH] Add player help topics for combat, movement, and skills --- content/help/combat.toml | 52 ++++++++++++++++++++++++++++++++++++++ content/help/movement.toml | 40 +++++++++++++++++++++++++++++ content/help/skills.toml | 44 ++++++++++++++++++++++++++++++++ 3 files changed, 136 insertions(+) create mode 100644 content/help/combat.toml create mode 100644 content/help/movement.toml create mode 100644 content/help/skills.toml diff --git a/content/help/combat.toml b/content/help/combat.toml new file mode 100644 index 0000000..f5ead98 --- /dev/null +++ b/content/help/combat.toml @@ -0,0 +1,52 @@ +name = "combat" +title = "combat system" +body = """ + starting a fight + use any attack move on a target to start combat. you need to be on the same + tile and altitude (both flying or both grounded). example: punch left goblin + + stamina + all moves cost stamina. attacks and defenses both drain your stamina pool. + when you run out, you can't use moves until it regenerates. stamina refills + slowly over time. + + combat timing + attacks have three phases: + telegraph (enemy sees your wind-up message) + timing window (defender has time to counter) + resolve (damage is dealt or countered) + + telegraph time is built into the hit_time. for example, a punch has a + 3000ms hit time - the telegraph goes out immediately, then after 3000ms + the attack resolves. + + defenses and counters + each attack can be countered by specific defenses. timing matters - your + defense must be active when the attack resolves. defenses have: + active window (how long the defense can counter attacks) + recovery time (cooldown before you can defend again) + + correct defense (counter) = 0 damage. wrong defense = normal damage. + no defense at all = 1.5x damage. + + attack switching + during the telegraph phase (PENDING state), you can switch to a different + attack. your old stamina cost is refunded and the new attack starts fresh. + use this to adapt if your opponent reads your move. + + idle timeout + if no damage lands for 30 seconds, combat fizzles out automatically. + this prevents stalled encounters from blocking the world. + + available moves + attacks: punch (left/right), roundhouse, sweep + defenses: dodge (left/right), parry (high/low), duck, jump + + use 'skills' to see all moves, 'help ' for details on timing and + counters. some moves are locked until you meet requirements. + + altitude and flying + flying makes you immune to ground-based attacks and vice versa. use this + tactically - 'fly' to take off, 'fly' again to land. attacks auto-miss + when attacker and defender are at different altitudes. +""" diff --git a/content/help/movement.toml b/content/help/movement.toml new file mode 100644 index 0000000..15b70ea --- /dev/null +++ b/content/help/movement.toml @@ -0,0 +1,40 @@ +name = "movement" +title = "movement and navigation" +body = """ + basic directions + move with cardinal and diagonal directions: + n, s, e, w (or north, south, east, west) + ne, nw, se, sw (northeast, northwest, southeast, southwest) + + terrain + different tiles have different properties. some are passable, some aren't. + impassable terrain (like water ~ or mountains ^) blocks movement unless + you have special abilities. + + zones + the world is divided into zones - spatial areas with their own terrain grids. + most zones are toroidal, meaning if you walk off the east edge you wrap to + the west edge (same for north/south). this makes zones feel continuous. + + portals + some tiles have portals that transport you to other zones. to use a portal, + type 'enter ' when standing on the portal tile. portals are one-way + unless there's a return portal at the destination. + + flying + 'fly' toggles flight mode. while flying: + - you can move over impassable terrain like water and mountains + - 'fly ' moves you 5 tiles in that direction + - you leave cloud trails that fade over time + - you're immune to ground-based attacks (altitude matters in combat) + - 'fly' again to land + + home command + 'home' teleports you to your personal zone (a private space just for you). + 'home return' takes you back to where you were before going home. + your return point is saved when you leave, so you can bounce back and forth. + + looking around + 'look' shows your current viewport and what's nearby. + the viewport centers on you and shows terrain, other players, mobs, and items. +""" diff --git a/content/help/skills.toml b/content/help/skills.toml new file mode 100644 index 0000000..f42a3e8 --- /dev/null +++ b/content/help/skills.toml @@ -0,0 +1,44 @@ +name = "skills" +title = "combat skills" +body = """ + what are skills? + skills are your combat moves - both attacks and defenses. each skill has + different timing, stamina cost, and tactical use. you unlock more skills + by defeating enemies and completing challenges. + + seeing your skills + 'skills' lists all available combat moves (attacks and defenses). + 'help ' shows detailed info: stamina cost, timing, counters. + + attack skills + punch left/right quick jab, 5 stamina, 3000ms hit time, 15% damage + roundhouse heavy kick, 8 stamina, 3000ms hit time, 25% damage + sweep low kick, 6 stamina, 3000ms hit time, 18% damage + + attacks always need a target. start combat with: punch left goblin + + defense skills + dodge left/right sidestep, 3 stamina, 800ms window, 2700ms recovery + parry high/low deflection, 4 stamina, 400ms window, 3100ms recovery + duck crouch, 3 stamina, 600ms window, 2900ms recovery + jump leap, 4 stamina, 600ms window, 2900ms recovery + + defenses work both in and out of combat. you can practice them anytime. + + stamina costs + every skill drains stamina. attacks and defenses both cost stamina when used. + stamina regenerates slowly over time. if you run out, you can't use skills + until it refills. manage your stamina carefully in long fights. + + locked skills + some skills require you to meet conditions before you can use them: + roundhouse: defeat 5 enemies + sweep: defeat 3 goblins + + locked skills show [LOCKED] in their help text with unlock requirements. + + learning more + 'help combat' explains how timing, counters, and combat flow works. + 'help ' shows specific details for any attack or defense. + experiment with different combinations to find what works for you. +"""