en:rpd:combat_mechanics
Table of Contents
Combat
Combat mechanics govern how battles work in Remixed Dungeon.
Description
Combat in Remixed Dungeon is turn-based and involves strategic positioning, proper equipment, and timing. Both the hero and enemies take turns performing actions based on their speed.
Combat Basics
- Turn-Based System: Actions take time, enemies respond to the time consumed
- Melee Combat: Attacking adjacent enemies
- Ranged Combat: Using weapons or magic at a distance
- Defensive Actions: Dodging, blocking, and evading attacks
Combat Stats
- Attack Skill: Determines chance to hit in combat
- Defense Skill: Determines chance to dodge attacks
- Damage: Amount of damage dealt per successful attack
- Armor: Reduces damage taken from physical attacks
- Evasion: Chance to completely avoid attacks
- Accuracy: Chance to successfully hit target
Combat Mechanics
- Hit Chance: Calculated as Attack Skill / (Attack Skill + Defense Skill)
- Damage Calculation: Weapon damage range with possible enhancements
- Armor Mitigation: Armor reduces incoming damage by a percentage
- Critical Hits: Possible for extra damage under certain conditions
- Positioning: Important for melee vs ranged combat
Combat Strategies
- Corridor Fighting: Use narrow spaces to fight one enemy at a time
- Ranged Combat: Attack from a distance to avoid retaliation
- Kiting: Move after attacking to avoid enemy retaliation
- Environmental Use: Use traps, fire, and other terrain features to advantage
Code References
- Combat System: Combat mechanics in Char.java - How combat calculations work
- Attack Mechanics: Attack code - Implementation of attacks
- Damage Calculation: Damage calculation code - How damage is computed
- Hero Combat: Hero.java - Hero-specific combat code
- String Resources: strings_all.xml - All combat-related text
Related Mechanics
See Also
en/rpd/combat_mechanics.txt · Last modified: by 127.0.0.1
