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