<combat>
Tag DocumentationThe <combat>
tag is used to initiate a combat encounter in a game paragraph. It is one of the more complex tags and introduces a branching mechanic where the paragraph is effectively split into multiple fragments. Only one fragment is visible at a time, and progression through fragments depends on the outcome of combat.
<COMBAT NAME="monster name" SKILL="X" STAMINA="Y" ARMOUR="Z" WEAPON="W">
Optional attribute:
LEVELED
If present, this dynamically scales the monster’s stats with the player’s level.
<combat>
tag is encountered in a paragraph, the game engine splits the paragraph into fragments.Attribute | Description |
---|---|
NAME |
Name of the monster. Displayed in the combat interface. |
SKILL |
Monster’s skill stat. |
STAMINA |
Monster’s stamina stat. |
ARMOUR |
Monster’s armour value. |
WEAPON |
Monster’s weapon rating. |
LEVELED |
(Optional) When set, all stats are increased based on player level. |
If the player’s locale is not English, the monster name is translated using a lookup from the database.
You step into the clearing and face a monstrous bear.
<combat NAME="Dire Bear" SKILL="7" STAMINA="10" ARMOUR="2" WEAPON="3">
It slumps to the ground, defeated.
<combat>
is not parsed until combat is over.<combat>
tags are present, each introduces a new fragment.calc_xp_worth()
.This tag:
Use this tag with care. It is one of the few tags that controls paragraph flow.