Files

68 lines
2.0 KiB
Markdown

# Action Mode Combat Mechanics
## Current Dungeons
### Bulldrome Hunting Grounds
- iLvl 1 starts with one Bullfango pack, then Bulldrome.
- Higher tiers start with Bulldrome plus two Bullfangos.
- Bulldrome can charge, attack the tank, and ground slam after configured charge counts.
- Bullfangos can charge and attack the tank.
### Yian Kut-Ku Roost
- Trash fight: three Birds.
- Boss fight: Yian Kut-Ku plus two Birds.
- Yian Kut-Ku fires three bouncing fireballs: northeast, northwest, and south.
- Fireballs bounce off walls and players.
- Fireballs leave fire on wall/player impact.
- Fireballs persist until roughly one second before the next volley.
- Birds fly to the left side, dive across the arena, then return to the tank.
### Cyber Dragon Core
- Boss fight starts directly against Cyber Dragon.
- Cyber Dragon spawns one slow spinning blade every 10 seconds.
- Each blade follows a random living party member or player, lasts 15 seconds, deals contact damage while overlapping, and applies non-dispellable Bleed.
- Cyber Dragon circles the room, then charges the nearest living party member or player.
- Targets hit by the circular charge are stunned for 1 second.
## Reusable Attack Modules
Action Mode mobs and bosses use configurable attack modules:
- `tankMelee`
- `charge`
- `groundSlam`
- `fireballVolley`
- `birdDive`
- `spinningBlade`
- `circularCharge`
- `bodyContact`
Each module can define:
- enabled/disabled state
- frequency
- damage
- windup
- recovery
- speed
- radius
- special counters such as every N charges
The simulation reads from the mechanic registry at run start and during combat. Disabling an attack removes that behavior from new runs.
## Admin Tuning
The Action Mode Settings screen includes a mechanic admin panel. It can:
- show each mob and boss
- edit attack frequency and damage
- edit attack timing values
- remove attacks
- add removed attacks back
- reset defaults
Changes persist in local storage and apply to new Action Mode runs.