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Engine Combat
KungRaseri edited this page Mar 19, 2026
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Status: ✅ 100% Complete - Abilities & Spells Integrated (See IMPLEMENTATION_STATUS.md)
The Combat System provides turn-based tactical battles between players and enemies with multiple action options, damage calculations, and combat feedback. Full integration with abilities, spells, and reactive systems complete as of January 7, 2026.
Players and enemies alternate actions each turn with tactical decision-making.
- Attack: Strike with equipped weapons
- Defend: Defensive stance reducing damage and enabling blocks
- Use Ability: Execute learned class abilities (mana cost, cooldown)
- Cast Spell: Cast learned spells (mana cost, cooldown, success check)
- Use Item: Consume potions or scrolls
- Flee: Attempt escape based on speed
- Damage Calculation: Weapon power + attributes + modifiers - enemy defense
- Dodge System: Chance to avoid attacks based on DEX (triggers reactive abilities)
- Block System: Chance to negate damage when defending (triggers reactive abilities)
- Critical Hits: Increased damage on successful critical strikes (triggers reactive abilities)
- Reactive Abilities: Auto-triggered abilities on combat events (4 trigger types)
- Passive Bonuses: Always-active ability bonuses (+5 damage, +2% crit, etc.)
- Combat Log: Turn-by-turn colored feedback
- Procedural Generation: Dynamic enemy creation with level scaling
- Enemy Traits: Behavioral (aggressive, defensive) and statistical traits
- Enemy Abilities: Intelligent AI chooses abilities based on combat situation
- Enemy Ability AI: Considers health %, player status, ability types
- Boss Encounters: Enhanced enemies with unique mechanics
- Combat State Query: Returns available abilities/spells filtered by cooldowns
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Action Types: Extended with
UseAbilityandCastSpell - Resource Management: Mana costs and cooldowns tracked per character
- Execution: Full damage/healing calculation with dice notation
- 4 Trigger Events: onCrit, onDodge, onBlock, onDamageTaken
- Auto-Execution: Reactive abilities trigger automatically based on combat events
- Cooldown Tracking: Prevents reactive ability spam
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Intelligent Decisions: Enemies choose abilities based on:
- Health threshold (defensive when low, offensive when high)
- Combat phase (buffs at start, debuffs when player strong)
- Ability cooldowns (uses available abilities strategically)
- Dice Damage: Enemy abilities use dice notation for damage calculation
- Physical Damage: +5 per combat/offensive passive ability
- Magic Damage: +5 per magical/elemental/divine passive ability
- Critical Chance: +2% per offensive/combat passive ability
- Dodge Chance: +3% per defensive/stealth passive ability
- Defense: +5 per defensive/combat passive ability
- Tactical Depth: Multiple action options each turn
- Attribute Scaling: Combat effectiveness tied to character build
- Visual Feedback: Color-coded damage, crits, and status updates
- Fair Scaling: Enemies scale with player level for appropriate challenge
- Character System - Attributes affect damage and defense
- Skills System - Combat skills enhance damage, defense, accuracy
- Abilities System - Class powers provide tactical options
- Spells System - Learnable magic for magical combat
- Inventory System - Equipment and consumables used in combat
- Progression System - Leveling unlocks abilities and spell access
- Status Effects System - Buffs, debuffs, and conditions in combat
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