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i-want-to-heal-2/Action Mode Documents/combat-mechanics.md
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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.

Reusable Attack Modules

Action Mode mobs and bosses use configurable attack modules:

  • tankMelee
  • charge
  • groundSlam
  • fireballVolley
  • birdDive
  • 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.