Combat moves defined as TOML content files in content/combat/, not engine code. State machine (IDLE > TELEGRAPH > WINDOW > RESOLVE) processes timing-based exchanges. Counter relationships, stamina costs, damage formulas all tunable from data files. Moves: punch right/left, roundhouse, sweep, dodge right/left, parry high/low, duck, jump. Combat ends on knockout (PL <= 0) or exhaustion (stamina <= 0).
8 lines
224 B
TOML
8 lines
224 B
TOML
name = "roundhouse"
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aliases = ["rh"]
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move_type = "attack"
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stamina_cost = 8.0
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telegraph = "{attacker} spins into a roundhouse kick!"
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timing_window_ms = 600
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damage_pct = 0.25
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countered_by = ["duck", "parry high", "parry low"]
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