Combat Tree: Difference between revisions
From A KoL Wiki
imported>LegendaryBard mNo edit summary |
imported>Foggy Fleshing out more |
||
Line 6: | Line 6: | ||
#Combat begins | #Combat begins | ||
#Determine initiative | #Determine initiative. | ||
#Start-of-combat familiar actions | #Start-of-combat familiar actions | ||
##A doppleganger or familiar wearing a tiny costume wardrobe chooses shape. | |||
##Barrrnacle-style deleveling | |||
##Crimbo P.R.E.S.S.I.E. tripping/deleveling | |||
#If the player wins initiative, they may: | |||
##[[Pickpocket]] | |||
##Summon a [[pastamancer ghost]] | |||
##Do anything under 6 below. | |||
#If the monster wins initiative, they may attack once (8), before the sequence below begins. | |||
#Player can: | #Player can: | ||
##Attack | ##Attack: | ||
###If the player fumbles, they receive damage and/or trigger Clockwork Outfit effects | ###With their weapon | ||
###On critical hits, critical hit effects (like the [[vampire cape]]) takes place | ####If the player fumbles, they receive damage and/or trigger Clockwork Outfit effects | ||
## | ####On critical hits, critical hit effects (like the [[vampire cape]]) takes place | ||
## | ###With a [[Skills|skill]] | ||
##Run away | ###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. | |||
##[[Run Away|Run away]] | |||
###If successful, '''combat is resolved and the player ran away''' regardless of monster condition. | |||
#Familiar can: | #Familiar can: | ||
##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: | ||
###[[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 damage kicks in | ||
##If the player dies from damage, combat | ####[[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 (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'''. | |||
#####And the monster is still alive, the player now hits (6). | |||
#Combat is resolved. | |||
##Player wins | |||
###Meat, if any, is given out and any familiar meat-related abilities kick in | |||
###Items, if any, are given out and any familiar 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'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 | ###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 turns of [[Beaten Up]] | ###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. | |||
##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]] |
Revision as of 15:02, 9 September 2009
![]() |
This page needs to be cleaned up.
|
Below is the sequence of events that occur during combat. Exact formulas have been excluded; see various links for the numbers involved.
- Combat begins
- Determine initiative.
- Start-of-combat familiar actions
- A doppleganger or familiar wearing a tiny costume wardrobe chooses shape.
- Barrrnacle-style deleveling
- Crimbo P.R.E.S.S.I.E. tripping/deleveling
- If the player wins initiative, they may:
- Pickpocket
- Summon a pastamancer ghost
- Do anything under 6 below.
- If the monster wins initiative, they may attack once (8), before the sequence below begins.
- Player can:
- 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 cape) takes place
- 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
- Run away
- If successful, combat is resolved and the player ran away regardless of monster condition.
- Attack:
- Familiar can:
- Attack
- Block
- Steal money
- Produce money or toast
- Delevel like a spooky skeleton
- Monster:
- 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 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.
- And the monster is still alive, the player now hits (6).
- Passive damage kicks in
- Combat is resolved.
- Player wins
- Meat, if any, is given out and any familiar meat-related abilities kick in
- Items, if any, are given out and any familiar 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.
- 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.
- Player wins