Combat Tree

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Revision as of 06:05, 11 September 2009 by imported>Foggy (adding turn count limit, added some links)
This page needs to be cleaned up.

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

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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. Turn count is set to 0.
  2. The game determines initiative.
  3. Familiars that operate at the start of combat may act.
    1. A doppleganger or familiar wearing a tiny costume wardrobe chooses shape.
    2. Barrrnacle-style familiars may delevel.
    3. The Crimbo P.R.E.S.S.I.E. trips monsters that won initiative.
  4. If the player wins initiative, they may:
    1. Pickpocket
    2. Summon a pastamancer ghost
    3. Do anything under Player Actions below.
  5. If the monster wins initiative, they may do anything under Monster Action, before the sequence below begins.
  6. Player Actions: If the number of turns is over a certain cap (30 for most adventures), combat is resolved and the combat took too long. Otherwise, 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. Familiars and pastamancer ghosts may:
    1. Attack
    2. Block
    3. Steal money
    4. Produce money or toast
    5. Delevel like a spooky skeleton
  8. Monster Actions:
    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 and on-going 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, player takes another turn (and turn count increases by 1).
  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. Combat took too long.
      1. Message about combat taking too long is displayed.
      2. Adventure is consumed.
    5. 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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