en:rpd:combat
Table of Contents
Combat
Combat in Remixed Dungeon involves interactions between the player character and various dungeon creatures. This system determines how attacks, damage, and defensive actions work in the game.
Basic Combat Mechanics
Attack System
In combat, the chance to hit is calculated as:
- Hit chance = Attack Skill / (Attack Skill + Defense Skill)
- Minimum hit chance is 5% (always possible to hit)
- Maximum hit chance is 95% (always possible to miss)
Damage Calculation
Defensive Actions
- Dodging: Based on Defense Skill and can avoid all damage from an attack
- Blocking: Armor reduces incoming damage by a percentage
- Evasion: Special skills and items can increase dodge chance (see Evasion)
- Resistances: Certain buffs and equipment provide resistance to specific damage types (see Resistances)
Combat Types
- Magical Combat: Offensive spells and abilities that bypass physical armor
Combat Strategies
Special Combat Mechanics
- Critical Hits: Random chance to deal maximum possible damage
Ranged Combat Specifics
- Uses Ballistica for line-of-sight calculation
- Ranged weapons have limited ammunition
- Some ranged weapons have special effects like piercing or area damage
- Wands and spells provide magical ranged options
Equipment Influence
Combat-Related Buffs
- Fury: Increases damage output temporarily (see Fury)
- Invisibility: Allows attacks without retaliation (see Invisibility)
- Paralysis: Disables enemy actions (see Paralysis)
- Terror: Forces enemies to flee (see Terror)
Technical Details
- Core combat logic: Actor.java
- Attack mechanics: Attack implementation
- Damage calculations: Damage calculation
- Ballistica system (ranged combat): Ballistica.java
- Hit chance calculation: Char.java#hitChance calculation
- Defense calculation: Char.java#defense calculation
- Combat damage system: Char.java#damage processing
- Critical hit implementation: critical hit example
- Evasion mechanics: Char.java#evasion implementation
- Armor damage reduction: Armor.java#damage reduction
- Combat AI decision making: Mob.java#combat AI methods
- Surprise attack mechanics: HeroSubClass.java#backstab implementation
- Combat-related string resources: Hit strings (Char_Hit_0, Char_Hit_1, Char_Hit_2), Miss strings (Char_YouMissed, Char_SmbMissed), Defense strings (various mob defense strings like Bat_Defense, Crab_Defense, etc.), AttackSkill string (WndHero_AttackSkill), Damage strings (MeleeWeapon_Info2a, MeleeWeapon_Info2b), Armor strings (Armor_Info1-Armor_Info4)
See Also
- Melee Combat - Details about close combat
- Ranged Combat - Details about distance combat
- Enemies - Information about dungeon creatures
- Buffs and Debuffs - Status effects in combat
- Weapon Enchantments - Special weapon effects
- Armor Glyphs - Special armor effects
en/rpd/combat.txt · Last modified: by 127.0.0.1

