Combat Tree: Difference between revisions

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#Combat begins
#Combat begins
#Determine initiative. If the monster wins, they get a chance to attack.
#Determine initiative.
#Start-of-combat familiar actions (Barrrnacle deleveling, Crimbo P.R.E.S.S.I.E. tripping/deleveling, etc.)
#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 with their weapon
##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
##Use a skill
####On critical hits, critical hit effects (like the [[vampire cape]]) takes place
##Use a combat item
###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 attacks (if not blocked and/or dead)
##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 ends:
####[[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.

Needs a lot of things to be added...pastamancer ghosts, mayflies, other passive elements, ongoing damage, etc.

[ Return to Game Mechanics ]

Below is the sequence of events that occur during combat. Exact formulas have been excluded; see various links for the numbers involved.

  1. Combat begins
  2. Determine initiative.
  3. Start-of-combat familiar actions
    1. A doppleganger or familiar wearing a tiny costume wardrobe chooses shape.
    2. Barrrnacle-style deleveling
    3. Crimbo P.R.E.S.S.I.E. tripping/deleveling
  4. If the player wins initiative, they may:
    1. Pickpocket
    2. Summon a pastamancer ghost
    3. Do anything under 6 below.
  5. If the monster wins initiative, they may attack once (8), before the sequence below begins.
  6. Player can:
    1. Attack:
      1. With their weapon
        1. If the player fumbles, they receive damage and/or trigger Clockwork Outfit effects
        2. On critical hits, critical hit effects (like the vampire cape) takes place
      2. With a skill
      3. 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.
    2. Run away
      1. If successful, combat is resolved and the player ran away regardless of monster condition.
  7. Familiar can:
    1. Attack
    2. Block
    3. Steal money
    4. Produce money or toast
    5. Delevel like a spooky skeleton
  8. Monster:
    1. Is blocked and cannot attack.
    2. Is dead. Combat is resolved, and the player wins.
    3. Is scared away. Combat is resolved, and the monster ran away.
    4. Attacks
      1. Passive damage kicks in
        1. bottle opener belt buckle (monster hit or miss)
        2. acid-squirting flower (monster hit or miss)
        3. hippy protest button (monster hit or miss)
        4. Psalm of Pointiness (monster hit only)
        5. Jalapeño Saucesphere (monster hit only)
        6. Jabanero Saucesphere (monster hit only)
      2. Monster misses or hits
        1. If the player dies from damage, combat is resolved and the player loses.
        2. If the player is still alive:
          1. And the monster is dead from passive/ongoing damage, combat is resolved and the player wins.
          2. And the monster is still alive, the player now hits (6).
  9. Combat is resolved.
    1. Player wins
      1. Meat, if any, is given out and any familiar meat-related abilities kick in
      2. Items, if any, are given out and any familiar item-related abilities kick in
      3. Stats are given out and any familiar stat-related abilities kick in.
      4. The Wild Hare and Temporal Riftlet may give out an adventure
      5. Certain familiars may drop items at this point
      6. Stickers fall off the sword.
      7. An adventure is consumed.
    2. Player loses
      1. If the player's familiar is the Wild Hare, combat ends without getting Beaten Up
      2. If the player has a personal massager, combat ends without getting Beaten Up, but item is lost
      3. Otherwise, the combat ends and the player acquires 4 turns of Beaten Up
      4. An adventure is consumed (unless the opponent was an infernal seal)
    3. Player ran away
      1. Under certain conditons (navel ring of navel-gazing, Frumious Bandersnatch and Ode to Booze active), no adventure is consumed.
      2. Otherwise, an adventure is consumed.
    4. Monster ran away
      1. 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.
      2. No adventure is consumed.

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