52 lines
2 KiB
TOML
52 lines
2 KiB
TOML
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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