Combat Tree: Difference between revisions
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{{RETURNTO Mechanics}} | {{RETURNTO Mechanics}} | ||
Below is the sequence of events that occur during combat. Exact formulas have been excluded; see various links for the numbers involved. | Below is the sequence of events that occur during combat. Exact formulas have been excluded; see various links for the numbers involved. | ||
==Start== | |||
# | Combat begins. | ||
# | #Turn count is set to 0. | ||
#Player | #The game determines [[Combat Initiative|initiative]]. | ||
##Attack | #Familiars that operate at the start of combat may act. | ||
###If the player fumbles, they receive damage and/or trigger Clockwork Outfit effects | ##[[Purse Rat]]s increase ML. | ||
###On critical | ##A doppleganger or familiar wearing a tiny costume wardrobe chooses shape. | ||
## | ##[[Barrrnacle]]-style familiars may delevel. | ||
## | ##The Crimbo P.R.E.S.S.I.E. trips monsters that won initiative. | ||
##Run away | #If the player wins initiative, they may: | ||
# | ##[[Pickpocket]] | ||
##Do anything under ''Player Actions'' below. | |||
#If the monster wins initiative, they may do anything under ''Monster Actions'', before the sequence below begins. | |||
==Turn== | |||
#If the number of turns is over a certain cap (30 for most adventures), '''combat is resolved and the combat took too long'''. | |||
#''Player Actions:'' | |||
##[[Summon Mayfly Swarm]]. | |||
##Attack: | |||
###With their weapon | |||
####If the player fumbles, they receive damage and/or trigger Clockwork Outfit effects | |||
####On [[critical hit]]s, critical hit effects (like the [[vampire collar]]) take place | |||
####On normal hits, damage occurs. | |||
###With a [[Skills|skill]] | |||
###Using a [[Combat Items|combat item]] | |||
##:On a successful hit, passive damage from a monster may occur. If the player sustains too much damage, '''combat is resolved and the player loses''' regardless of monster condition. | |||
##Summon a [[Pasta Guardian]] | |||
##[[Run Away|Run away]] | |||
###If successful, '''combat is resolved and the player ran away''' regardless of monster condition. | |||
#Familiars, pasta guardians and mayflies may: | |||
##Attack | ##Attack | ||
##Block | ##Block | ||
#Monster | ##Steal money | ||
##Passive damage kicks in | ##Produce money or toast | ||
###[[bottle opener belt buckle]] (monster hit or miss) | ##Delevel like a spooky skeleton | ||
###[[acid-squirting flower]] (monster hit or miss) | #''Monster Actions'': | ||
###[[hippy protest button]] (monster hit or miss) | ##Is blocked and cannot attack. | ||
###[[Psalm of Pointiness]] (monster hit only) | ##Is dead. '''Combat is resolved, and the player wins'''. | ||
###[[Jalapeño Saucesphere (effect)|Jalapeño Saucesphere]] (monster hit only) | ##Is scared away. '''Combat is resolved, and the monster ran away'''. | ||
###[[Jabanero Saucesphere (effect)|Jabanero Saucesphere]] (monster hit only) | ##Attacks | ||
##Monster misses or hits | ###Passive and on-going damage kicks in | ||
##If the player dies from damage, combat | ####[[bottle opener belt buckle]] (monster hit or miss) | ||
###If the player | ####[[acid-squirting flower]] (monster hit or miss) | ||
### | ####[[hippy protest button]] (monster hit or miss) | ||
### | ####[[Psalm of Pointiness]] (monster hit only) | ||
####[[Jalapeño Saucesphere (effect)|Jalapeño Saucesphere]] (monster hit only) | |||
####[[Jabanero Saucesphere (effect)|Jabanero Saucesphere]] (monster hit only) | |||
###Monster misses or hits | |||
####If the player dies from damage, '''combat is resolved and the player loses'''. | |||
####If the player is still alive: | |||
#####And the monster is dead from passive/ongoing damage, '''combat is resolved and the player wins'''. | |||
# Combat has not resolved. | |||
## Turn count increases by 1. | |||
## Another turn begins. | |||
==End== | |||
Combat is resolved. | |||
#Player wins | |||
##Meat, if any, is given out and any familiar/mayfly meat-related abilities kick in. | |||
##Items, if any, are given out and any familiar/mayfly item-related abilities kick in. | |||
##Stats are given out and any familiar stat-related abilities kick in. | |||
##The Wild Hare and Temporal Riftlet may give out an adventure. | |||
##Certain familiars may drop items at this point. | |||
##Stickers fall off the sword. | |||
##An adventure is consumed. | |||
#Player loses | |||
##If the player's familiar is the Wild Hare, combat ends without getting [[Beaten Up]]. | |||
##If the player has a [[personal massager]], combat ends without getting [[Beaten Up]], but item is lost. | |||
##Otherwise, the combat ends and the player acquires 4 turns of [[Beaten Up]]. | |||
##An adventure is consumed (unless the opponent was an infernal seal). | |||
#Player ran away | |||
##Under certain conditons (navel ring of navel-gazing, Frumious Bandersnatch and Ode to Booze active), no adventure is consumed. | |||
##Otherwise, an adventure is consumed. | |||
#Combat took too long. (The turn count is higher than the limit for the encounter, default is 30 but some monsters and effects can modify this). | |||
##Message about combat taking too long is displayed. | |||
##Adventure is consumed. | |||
#Monster ran away | |||
##If certain items were used (Harold's bell, Creepy Grin), that monster and others of its type do not appear again for a certain number of turns. | |||
##No adventure is consumed. | |||
{{RETURNTO Mechanics}} | {{RETURNTO Mechanics}} | ||
[[Category:Game Mechanics]] | [[Category:Game Mechanics]] |
Latest revision as of 13:26, 11 July 2023
Below is the sequence of events that occur during combat. Exact formulas have been excluded; see various links for the numbers involved.
Start
Combat begins.
- Turn count is set to 0.
- The game determines initiative.
- Familiars that operate at the start of combat may act.
- Purse Rats increase ML.
- A doppleganger or familiar wearing a tiny costume wardrobe chooses shape.
- Barrrnacle-style familiars may delevel.
- The Crimbo P.R.E.S.S.I.E. trips monsters that won initiative.
- If the player wins initiative, they may:
- Pickpocket
- Do anything under Player Actions below.
- If the monster wins initiative, they may do anything under Monster Actions, before the sequence below begins.
Turn
- If the number of turns is over a certain cap (30 for most adventures), combat is resolved and the combat took too long.
- Player Actions:
- Summon Mayfly Swarm.
- Attack:
- With their weapon
- If the player fumbles, they receive damage and/or trigger Clockwork Outfit effects
- On critical hits, critical hit effects (like the vampire collar) take place
- On normal hits, damage occurs.
- With a skill
- Using a combat item
- On a successful hit, passive damage from a monster may occur. If the player sustains too much damage, combat is resolved and the player loses regardless of monster condition.
- With their weapon
- Summon a Pasta Guardian
- Run away
- If successful, combat is resolved and the player ran away regardless of monster condition.
- Familiars, pasta guardians and mayflies may:
- Attack
- Block
- Steal money
- Produce money or toast
- Delevel like a spooky skeleton
- Monster Actions:
- Is blocked and cannot attack.
- Is dead. Combat is resolved, and the player wins.
- Is scared away. Combat is resolved, and the monster ran away.
- Attacks
- Passive and on-going damage kicks in
- bottle opener belt buckle (monster hit or miss)
- acid-squirting flower (monster hit or miss)
- hippy protest button (monster hit or miss)
- Psalm of Pointiness (monster hit only)
- Jalapeño Saucesphere (monster hit only)
- Jabanero Saucesphere (monster hit only)
- Monster misses or hits
- If the player dies from damage, combat is resolved and the player loses.
- If the player is still alive:
- And the monster is dead from passive/ongoing damage, combat is resolved and the player wins.
- Passive and on-going damage kicks in
- Combat has not resolved.
- Turn count increases by 1.
- Another turn begins.
End
Combat is resolved.
- Player wins
- Meat, if any, is given out and any familiar/mayfly meat-related abilities kick in.
- Items, if any, are given out and any familiar/mayfly item-related abilities kick in.
- Stats are given out and any familiar stat-related abilities kick in.
- The Wild Hare and Temporal Riftlet may give out an adventure.
- Certain familiars may drop items at this point.
- Stickers fall off the sword.
- An adventure is consumed.
- Player loses
- If the player's familiar is the Wild Hare, combat ends without getting Beaten Up.
- If the player has a personal massager, combat ends without getting Beaten Up, but item is lost.
- Otherwise, the combat ends and the player acquires 4 turns of Beaten Up.
- An adventure is consumed (unless the opponent was an infernal seal).
- Player ran away
- Under certain conditons (navel ring of navel-gazing, Frumious Bandersnatch and Ode to Booze active), no adventure is consumed.
- Otherwise, an adventure is consumed.
- Combat took too long. (The turn count is higher than the limit for the encounter, default is 30 but some monsters and effects can modify this).
- Message about combat taking too long is displayed.
- Adventure is consumed.
- Monster ran away
- If certain items were used (Harold's bell, Creepy Grin), that monster and others of its type do not appear again for a certain number of turns.
- No adventure is consumed.