Add player help topics for combat, movement, and skills

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Jared Miller 2026-02-16 16:38:21 -05:00
parent bb5fd4d64f
commit 10c9d907b5
Signed by: shmup
GPG key ID: 22B5C6D66A38B06C
3 changed files with 136 additions and 0 deletions

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content/help/combat.toml Normal file
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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 <move>' 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.
"""

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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 <portal>' 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 <direction>' 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.
"""

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content/help/skills.toml Normal file
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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 <skill>' 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 <move>' shows specific details for any attack or defense.
experiment with different combinations to find what works for you.
"""