Combat

The combat block is the most complex of them. It allows for many different variations of the battle. It can be accessed through the second button in the toolbar.

When adding a new combat block, two major areas are presented. Monsters and Options.

Monsters

To add new Monsters, just click on the add button, right below the Monsters tag. There are 3 fields you need to fill:

  1. Name - with the name of the monster;

  2. Skill - the value of the monster's skill;

  3. Stamina - the value of the monster's stamina.

Let's create an Orc, with 7 points of Skill, and 8 of Stamina.

You can then keep adding monsters, through the same method. In its simple form, you can leave it at that. In fact, most of the combats are without any other variations. One at a time, the monsters will be fought, following the combat rules described in battles.

Options

If you want to create variations of combat, like introducing a random event in each round or allowing the player to flee after a few rounds, you can use options.

By clicking the options button, a new form will appear, with lots of options to choose from.

Right at the top, you'll have the option to decide if it is a Random Combat.

This checkbox will randomly choose one of the monsters in the list and the player will only battle that one.

Below it, is presented a block from which you can choose one option, to select at what given moment a determined action will occur (this action is then selected below).

  1. In every round that is bigger than the one chosen, it will trigger the action;

    (Scenario: a player may flee after x rounds)

  2. In every round chosen (# separated by commas), it will trigger the action;

    (Scenario: a player can only defend himself every other round)

  3. If battling more than one monster, when the monster number # is killed, it will trigger the action;

    (Scenario: the player may see its luck increased after killing a specific character)

  4. If the player has in inventory a specific item, it will trigger the action (every round).

    (Scenario: the player has a special item that increases his skill)

Afterwards, you may choose the actions associated with this battle, that will occur the moment that was stipulated above arrives.

  1. Show specific text;

  2. Show a choice;

    1. The text to show for the choice;

    2. To what node to jump to when choosing;

    3. The target for an action, if needed (Skill, Stamina, Luck, Combat Skill, Monster Combat Skill);

    4. The amount for the action (can have negative numbers).

  3. Execute an action

    1. The target for an action, if needed (Skill, Stamina, Luck, Combat Skill, Monster Combat Skill);

    2. The amount for the action (can have negative numbers).

  4. Throw dice

    1. How many dice to throw;

    2. Depending in the results of the dice roll;

      1. Is lucky (nothing else is needed for this row of options);

      2. The dice results in wich this action will be performed (# separated by commas - e.g.: 1,3,5,7,9);

      3. The target for an action, if wanted (Skill, Stamina, Luck, Combat Skill, Monster Combat Skill);

      4. The amount for the action;

      5. Text to show if a choice is to appear;

      6. The node to jump to if a choice is to appear;

      7. Is unlucky (nothing else is needed for this row of options);

      8. The dice results in wich this action will be performed (# separated by commas - e.g.: 1,3,5,7,9);

      9. The target for an action, if wanted (Skill, Stamina, Luck, Combat Skill, Monster Combat Skill);

      10. The amount for the action;

      11. Text to show if a choice is to appear;

      12. The node to jump to if a choice is to appear;

      13. The dice results in wich this action will be performed (# separated by commas - e.g.: 1,3,5,7,9);

      14. The target for an action, if wanted (Skill, Stamina, Luck, Combat Skill, Monster Combat Skill);

      15. The amount for the action;

      16. Text to show if a choice is to appear;

      17. The node to jump to if a choice is to appear.

    3. If just defending;

      1. Text to show if defended;

      2. Text to show if not defended.

    4. Boost with result (only take the result of the roll and boost a stat with it)

      1. What's the target (Skill, Stamina, Luck, Combat Skill, Monster Combat Skill);

      2. Is it a negative boost?

Don't get yourself be put down by the amount of options. For each scenario, you will need to set only one or two.