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Village combos

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Village combos

A combo is a string of presses that ends in a strong finisher. A style's skill level teaches its combos, and each combo ranks up as the player makes it. Anyone can make the basic combos. The hardest combos need each press on the beat.

Each style has ten combos: two basic, three advanced, three expert and two master. Most finishers also have an effect, such as a wound that bleeds or sparks that leap to other foes: see Effects.

The module is extensions/village/combos.mojo. See Village fighting styles for the styles, and Village skills for the levels.

The keys

Each press of the fight is a ComboKey:

Key Letter Press
LIGHT_KEY L The light attack
HEAVY_KEY H The heavy attack
DODGE_KEY D The dodge
JUMP_KEY J The jump
GUARD_KEY G A tap of the guard

A ComboTracker keeps the last 8 keys of the string. A key more than a second after the key before it starts a new string. A special breaks the string.

The beat

A key pressed as the move before it lands is on the beat. For an attack, the beat is from 0.06 seconds before the end of its active part to 0.16 seconds after it. For a dodge, the beat is its last 0.22 seconds. See on_beat.

An attack pressed on the beat does 10 percent more damage, in a combo or out of one. ON BEAT flashes over the combo counter. A jump that cuts an attack's recovery short is on the beat.

The finisher

When the string ends in a combo that the player knows, its finisher starts in place of the key's own move. The finisher does the combo's power times its damage, and spends no special points. The note names the combo.

ComboBook.match chooses the combo by these rules:

  1. Of the combos that the string ends in, the longest wins. So a short combo can end a long string.
  2. Of two combos as long, the one with more keys on the beat wins. So L L* H* on the beat makes RIVER OF STEEL, not RISING STRIKE.
  3. A longer combo that the string is on its way to holds a shorter one back. Its first keys, beats and all, must be at least as many of the string's last keys as the shorter combo has. So D L* inside THOUSAND CUTS does not make DASH CUT. Off the beat, D L still makes DASH CUT.

Each combo can be made from its own keys: a test makes all 60 of them.

A heavy finisher in the air is a plunge. A finisher that cannot start, as in a stagger, leaves the string as it is.

The tiers

ComboTier says how hard a combo is:

Tier What it asks Levels A style has
BASIC Two or three keys, none on the beat 1 and 2 2
ADVANCED A dodge, a jump or a guard among its keys 3 to 5 3
EXPERT Keys on the beat 6 to 8 3
MASTER A long string, nearly every key on the beat 9, in the specialty only 2

The catalog

In a pattern, a key that ends in * must be on the beat. The power is the finisher's times its damage at rank 1.

Style Combo Tier Level Keys Finisher Power Effect
Sword RISING STRIKE Basic 1 L L H RISING_EDGE 1 LAUNCH
Sword CROSS CUT Basic 2 L H HEAVY 1.25 BLEED
Sword TEMPEST Advanced 3 L L L H WHIRLWIND 1.2 SHOCKWAVE
Sword DASH CUT Advanced 4 D L LIGHT_THREE 1.5 MARK
Sword RIPOSTE Advanced 5 G L LIGHT_THREE 1.8 SUNDER
Sword RIVER OF STEEL Expert 6 L L* H* GROUND_WAVE 1.6 BLEED
Sword SKY BREAKER Expert 7 L L* J L H PLUNGE 1.8 SHOCKWAVE
Sword CRESCENT Expert 8 D L* H* WHIRLWIND 1.9 LAUNCH
Sword HEAVEN'S EDGE Master 9 G L* L* J H* PLUNGE 2.8 SUNDER
Sword THOUSAND CUTS Master 9 L L* L* D L* L* H* WHIRLWIND 2.6 BLEED
Hand to hand UPPERCUT Basic 1 L L H RISING_EDGE 1 LAUNCH
Hand to hand BODY BLOW Basic 2 L H HEAVY 1.3 DRAIN
Hand to hand FLURRY Advanced 3 L L L L LIGHT_THREE 1.5 MARK
Hand to hand SPINNING HEEL Advanced 4 D H WHIRLWIND 1.3 SHOCKWAVE
Hand to hand PALM STRIKE Advanced 5 G H HEAVY 1.5 SUNDER
Hand to hand RISING DRAGON Expert 6 L L* L* H* RISING_EDGE 1.9 LAUNCH
Hand to hand EARTHSHAKER Expert 7 J L H* PLUNGE 1.7 SHOCKWAVE
Hand to hand TIGER CLAW Expert 8 D L* H* GROUND_WAVE 1.8 BLEED
Hand to hand STORM OF FISTS Master 9 L L* L* L* L* L* H* WHIRLWIND 2.8 DRAIN
Hand to hand THUNDER PALMS Master 9 G L* L* L* H* WHIRLWIND 2.8 CHAIN
Axe CLEAVER Basic 1 L L H HEAVY 1.2 BLEED
Axe HEWING ARC Basic 2 L H WHIRLWIND 1
Axe TIMBER Advanced 3 H H HEAVY 1.5 SUNDER
Axe HEADSMAN Advanced 4 G H HEAVY 1.6 MARK
Axe REAVER SPIN Advanced 5 L L L H WHIRLWIND 1.4 BLEED
Axe BLOOD ARC Expert 6 L H* L* RISING_EDGE 1.7 BLEED
Axe SPLITTER Expert 7 D H* RISING_EDGE 1.8 LAUNCH
Axe TIMBERFALL Expert 8 J H* PLUNGE 1.9 SHOCKWAVE
Axe BUTCHER'S WALTZ Master 9 D L* L* H* H* WHIRLWIND 2.8 BLEED
Axe WORLD SPLITTER Master 9 L L* H* H* GROUND_WAVE 2.6 SHOCKWAVE
Mace BONEBREAKER Basic 1 L H HEAVY 1.25 SUNDER
Mace BELL RINGER Basic 2 L L H RISING_EDGE 1 MARK
Mace CRUSHING BLOW Advanced 3 G H HEAVY 1.6 SUNDER
Mace QUAKE Advanced 4 H H GROUND_WAVE 1.4 SHOCKWAVE
Mace IRON TIDE Advanced 5 L L L H WHIRLWIND 1.3 LAUNCH
Mace THUNDERCLAP Expert 6 D H* GROUND_WAVE 1.8 SHOCKWAVE
Mace PILEDRIVER Expert 7 J H* PLUNGE 2 SHOCKWAVE
Mace SKULLCRACKER Expert 8 L H* H* HEAVY 1.9 MARK
Mace JUDGMENT Master 9 L L* H* G H* GROUND_WAVE 2.8 SUNDER
Mace MOUNTAIN FALL Master 9 G H* J H* PLUNGE 2.8 SHOCKWAVE
Magic SPARK CHAIN Basic 1 L L L SPELL_BLAST 1.2 CHAIN
Magic ARCANE RING Basic 2 L H NOVA 1
Magic BLINK BLAST Advanced 3 D L SPELL_BLAST 1.3 SHOCKWAVE
Magic WITHERING HEX Advanced 4 H L SPELL_BLAST 1.3 MARK
Magic SANCTUARY Advanced 5 G H MEND 1.4
Magic CHAIN LIGHTNING Expert 6 L L* H* SPELL_BOLT 1.7 CHAIN
Magic STARBURST Expert 7 L L* L* H* NOVA 1.9 SHOCKWAVE
Magic SOUL SIPHON Expert 8 G L* H* SPELL_BLAST 1.8 DRAIN
Magic COMET Master 9 L L* D L* H* H* SPELL_BLAST 3 SHOCKWAVE
Magic STORM CALLER Master 9 D L* L* H* H* NOVA 3 CHAIN
Archery PINNING SHOT Basic 1 L L H AIMED_SHOT 1.2 MARK
Archery SCATTER Basic 2 L H VOLLEY 1
Archery EVASIVE SHOT Advanced 3 D L LEAP_SHOT 1.3
Archery HUNTER'S MARK Advanced 4 G L QUICK_SHOT 1.4 MARK
Archery PIERCING GALE Advanced 5 H H AIMED_SHOT 1.5 BLEED
Archery SERPENT ARROW Expert 6 L H* L* AIMED_SHOT 1.7 BLEED
Archery HAILSTORM Expert 7 L L* L* H* ARROW_RAIN 1.6 SHOCKWAVE
Archery BURSTING VOLLEY Expert 8 D H* VOLLEY 1.8 SHOCKWAVE
Archery HUNTER'S MOON Master 9 L L* D L* H* AIMED_SHOT 3 MARK
Archery RAIN OF RUIN Master 9 G L* L* H* H* ARROW_RAIN 3 SHOCKWAVE

A mend's power heals more. SANCTUARY heals 1.4 times as much as a plain mend.

The combos added after the first 39 come last in default_combos. A saved progress keeps each combo's mastery in that order, so an earlier save still reads.

Effects

ComboEffect is a type with is_valid. A combo's effect acts once, on the first target that its finisher lands on. Its word shows over the target in violet, and a flash of light shows how it acts.

Effect What it does Its light
LAUNCH Throws a bandit or a wolf up at 7 meters a second, to juggle it A white streak that rises
SUNDER Breaks a foe's guard, and empties its stamina. A boss loses 300 poise Blue shards that burst out
BLEED A wound bleeds 60 percent of the blow's damage over 4 seconds. A number shows each half second. A wound does not fell a target Red drops that fall, and a drop that pulses on the target
DRAIN Heals the player by 35 percent of the blow's damage Green motes that run to the player
SHOCKWAVE Strikes each other target within 3.5 meters with half the blow A gold ring that spreads over the ground
CHAIN Sparks leap to up to 3 other targets within 8 meters, each with 60 percent of the blow A crooked violet arc to each target
MARK For 6 seconds, each blow on the target does 1.25 times its damage, from any member A gold ring that closes, and a gold reticle that turns over the target

The effects are in extensions/village/battle.mojo, and their light in extensions/village/effects_hud.mojo.

Mastery

ComboBook holds every combo, which ones the player knows, and each one's mastery. Each finisher made gives 2 mastery, and each that lands gives 3 more. A combo's rank rises from 1 to 5. Rank r needs rank_mastery(r): 20 times r - 1 times r.

Rank 1 2 3 4 5
Mastery 0 40 120 240 400
Power 1 times 1.1 times 1.2 times 1.3 times 1.4 times

The note says when a combo ranks up, such as RISING STRIKE RANK 2!, and RISING STRIKE MASTERED! at rank 5. It says NEW COMBO: and the name when a level teaches one.

Perks

A combo's rank also upgrades its finisher. A perk acts when the finisher lands.

Rank Perk
3 and 4 The finisher gives back the stamina it spent.
5, mastered The finisher gives back its stamina, and gives one special point.

So a player who masters a combo can chain finishers and specials for longer. The book shows MASTERED for a combo at rank 5.

What shows

Over the combo counter, the display lists up to three combos that the string is on the way to. A combo's keys done are gold, the next is white, and the rest are gray. A key that must be on the beat has an orange dot under it.

The book button shows the combo book: each combo of the player's style, its tier, its effect, its keys and its rank, or MASTERED. A combo not yet learned shows the level that teaches it, or SPECIALTY for a master combo of another style.

Control Gamepad Keyboard
Show the combo book Hold the left trigger, and press the back button K

Limits

  • The game keeps each combo's mastery from one game to the next: see Village walk. The combos learned are not kept, because the levels teach them again.
  • A finisher is one of the existing moves. A combo has no clip of its own.

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