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Combat v0.1
This is a description of the combat system as implemented in Ainneve v0.1. It covers the mechanics that have been implemented, and includes how the implementation diverges from the Combat-proposal document.
Combat is based on the Open Adventure Basic rules (https://github.com/openadventure/Open-Adventure/blob/master/rulebook/biem/openadventure_basic.pdf) with some house rules to fit the mud setting.
Attacking another character or NPC initiates turn based combat, managed by a CombatHandler
script. Each turn includes an action declaration phase and a combat resolution phase.
- Surprise has not been implemented at this time. Status effects on characters have not been implemented, and surprise will be handled as an effect.
- All combatants declare their actions at the same time at the start of each turn.
- An initiative roll based on combatants' perception is done to determine the order in which to apply actions and resolve combat for each turn.
Range between two characters in combat is represented as one of three states: ranged, reach, or melee. All characters begin combat at ranged distance from each other.
Two commands are available to change one character's range from another character: advance
and retreat
. The advance
command requires a target character to advance upon. The retreat
command attempts to retreat from all opponents to ranged distance, however, if any opponents are at melee range, retreating is subject to a balance skill test and can fail. Either command accepts the /reach
switch which will stop the advance or retreat at reach distance.
Within a turn, characters involved in combat declare their actions. Actions can include any number of "free" actions, two "half-turn" actions, one "full-turn" action, or one "half-turn" and one "full-turn" action. In the last case, the full turn action will complete during the first half-turn of the character's next turn, and that character will only be able to enter the second half-turn's action in their next turn.
When either all combatants have declared actions lasting a full turn or more, or a 2-minute timeout elapses, the combat resolution phase begins.
Combat actions are resolved one half-turn at a time, in two rounds. Combatants' actions are resolved in the order of that turn's initiative roll.
- Drop item
- Inventory
- Equip (list equipment)
- Speak - default implementation
- Emote - rpsystem implementation
- Pose - rpsystem implementation
- Melee/Ranged attack
- Strike attack
- Dodge
- Advance
- Retreat
- Get item
- Equip item
- Remove item
- Kick attack
- Flee
Attackers can opt to add the /subdue
switch to any of the attack commands; attack
, kick
, or strike
; to damage their opponents stamina (SP) instead of health (HP). If all SP are depleted, opponents will lose HP instead.
Characters may flee combat as a full-turn action with a chance of succeeding based on an escape skill check.
Room exits will not permit a character who is involved in combat to pass until they have successfully fled.
Having escaped combat, a character is safe from being attacked again for
(escape + 1d6) * 2s
where escape is the character's escape skill.
For now, we have very simple death mechanics. NPCs rot away and return after a short time, and PCs float about for a while and are reborn in the Grass Shrine.
Below is a list of items from the combat proposal document that were not implemented. Some were just cut because of offering little value to gameplay, others are simply deferred until later iterations of combat.
- Power Points (PP) and weapon effects
- Targeting
- Status effects
- Formations and grouping
- "Delayed Actions," as described in the OA manual have not been implemented, as they would require managing player input during combat resolution.
- Lie prone
- End spell - to be added with magic system
- Select equipment effect - to be added with equip effects system
- Use instant equipment effect/action - to be added with equip effects system
- Stand from prone
- Cast spell - to be added with magic system
- Use item - to be added with items system
- Use standard equipment action - to be added with equip effects system
- Light a torch
- Wrestle
- Tackle