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