pt:rpd:melee_mechanic
Table of Contents
Combate Corpo a Corpo
Combate Corpo a Corpo refere-se ao combate próximo em Remixed Dungeon, onde o herói deve estar adjacente aos inimigos para atacá-los usando armas corpo a corpo. Para a versão em inglês, veja Melee.
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
- Char.java - Combat mechanics including damage calculation (in attackProc method)
- 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
pt/rpd/melee_mechanic.txt · Last modified: by 127.0.0.1

