en:rpd:melee
Table of Contents
Melee
Melee refers to close combat in Remixed Dungeon, where the hero must be adjacent to enemies to attack them using melee weapons.
Description
Melee combat is the primary form of combat in Remixed Dungeon, where the hero engages enemies directly in hand-to-hand combat using weapons that require close proximity.
Melee Weapons
- Melee Weapons - All types of close-combat weapons
- Swords: Balanced weapons with good stats
- Axes: High damage but slower attacks
- Maces: Good balance of damage and speed
- Daggers: Fast attacks with lower damage
- Special: Kusarigama with extended range
Advantages of Melee Combat
- No need to carry ammunition
- Generally higher damage potential than basic ranged options
- More reliable in tight spaces
- Full control over positioning
Disadvantages of Melee Combat
- Requires close proximity to dangerous enemies
- Risk of taking damage during combat
- Vulnerable to enemies with ranged attacks
- Limited tactical options compared to ranged combat
Melee Combat Strategy
- Use terrain to your advantage (narrow corridors, choke points)
- Position yourself to fight one enemy at a time
- Maintain distance from ranged enemies
- Keep healing items accessible for emergencies
Positioning in Melee Combat
- Doorways can be used to fight enemies one at a time
- Corners provide protection from multiple enemies
- Consider escape routes before engaging
- Use traps to your advantage
Special Melee Techniques
- Kiting: Moving away after attacks to prevent retaliation
- Corner fighting: Using level geometry to prevent multiple enemies
- Disengagement: Moving away when health is low
Related
- Combat - General combat mechanics
- Melee Weapons - Specific weapons for melee
- Ranged Weapons - Alternative to melee combat
- Weapons - All weapon types
- Tactics - Combat strategies
Code References
- Char.java - Core melee attack implementation (actMeleeAttack method)
- MeleeWeapon.java - Base class for all melee weapons
- ShortSword.java - Example of a basic melee weapon
- Weapon.java - General weapon mechanics
- EquipableItem.java - Equipable item mechanics including melee compatibility
- Attack.java - Attack action implementation
Additional Code References
- actMeleeAttack method - Detailed melee attack method implementation
- Attack delay calculation - How melee attack speed is determined
- Actor.java - Game turn order system that determines when melee attacks occur
- Combat.java - Detailed combat mechanics including damage calculation
- Weapon accuracy and damage mechanics - How weapon stats affect melee combat
- Hero attack method - How the player character performs melee attacks
String References
- MeleeWeapon strings - UI text for melee weapons
- Attack strings - Attack-related UI text
- Hit strings - Combat result text
en/rpd/melee.txt · Last modified: by 127.0.0.1

