Table of Contents
PLACE COMBAT SYSTEM COMBAT CORE PHASE
This is the heart of the Combat System, a program called COMBAT CORE. The COMBAT CORE program is three columns by five rows, and is arranged as follows:
- ROW 1 COLUMN 1: MEMORY GREATER (Checks to see if the ENCOUNTER FLAG memory is greater than zero)
- ROW 2 COLUMN 1: MEMORY GREATER (Checks to see if HEALTH memory is greater than zero). If check fails: RUN PROGRAM (KO'D OPTIONS)
- ROW 3 COLUMNS 1, 2, 3: MEMORY GREATER (Checks to see if any of MOOKS 1, MOOKS 2, or BOSS HP are greater than zero). If check fails: RUN PROGRAM (COMBAT LOOT CORE)
- ROW 4 COLUMNS 1, 2, 3: RUN PROGRAMS (MOOK 1 FIGHT CORE, MOOK 2 FIGHT CORE, BOSS FIGHT CORE)
- ROW 5 COLUMNS 1, 2, 3: RUN PROGRAMS (ENCOUNTER PAGE CORE, COOLDOWN REQUIRED, NON-COMBAT OPTIONS)
MOOK FIGHT CORE
The MOOK 1, MOOK 2, and BOSS FIGHT CORE programs are effectively identical. All of the FIGHT CORES check to see if that fighting group is still a factor in the encounter, and if so, shows Page Links to target that group. An eliminated group will not be shown as a target option.
- ROW 1 COLUMN 1: MEMORY GREATER (Checks to see if the MOOK 1 memory is greater than zero) or MOOK 2 > zero or BOSS HP > zero as applicable
- ROW 2 COLUMN 1: LINK TO PAGE (TARGET THE 1ST GROUP OF MOOKS) or (TARGET THE 2ND GROUP OF MOOKS) or (TARGET THE BOSS) as applicable
- Clicking on the TARGET THE 1ST GROUP OF MOOKS page link will RUN PROGRAM (SHOW MOOK 1 FIGHT OPTIONS)
- Clicking on the TARGET THE 2ND GROUP OF MOOKS page link will RUN PROGRAM (SHOW MOOK 2 FIGHT OPTIONS)
- Clicking on the TARGET THE BOSS page link will RUN PROGRAM (SHOW BOSS FIGHT OPTIONS)
SHOW MOOK 1 FIGHT OPTIONS
Every possible combat option deployable against the MOOK 1 group is displayed through this program. It is a large grid of 7 rows and 8 columns. This Program and all of its subordinate programs are duplicated for the MOOK 2 group under the SHOW MOOK 2 FIGHT OPTIONS program.
- ROW 1 COLUMN 1, 2, 3, 4, 5, 6, 7, 8: RUN PROGRAMS (A program that checks for each CLASS' Always Available Combat Options is run. Whichever CLASS the player is will have its options displayed)
- ROW 2 COLUMN 1, 2, 3, 4: LINK TO PAGES (A LINK TO PAGE for each of four possible Melee Attacks against the MOOK 1 group one can perform)
- ROW 3 COLUMN 1, 2, 3, 4, 5, 6, 7, 8: RUN PROGRAMS (A program that checks for each CLASS' Attack Against Mooks Options is run. Whichever CLASS the player is will have its specific options against MOOK 1 displayed)
- ROW 4 COLUMN 1: SET EVENT STATE 1 to 1 (Used as a safeguard against re-executing a page program caused by a webpage refresh)
- ROW 4 COLUMN 2: MEMORY GREATER (Checks to see if WEAPON SLOT 2 is greater than zero, meaning the player has a Ranged Weapon equipped)
- BOTH ROW 4 ITEMS MUST PASS TO CONTINUE TO ROW 5
- ROW 5 COLUMN 1, 2, 3, 4: LINK TO PAGES (A LINK TO PAGE for each of four possible Ranged Attacks against the MOOK 1 group one can perform)
- ROW 6 COLUMN 1, 2, 3, 4, 5, 6, 7, 8: MEMORY EQUAL (Checks WEAPON SLOT 2 for specific numbers that equate to ranged weapons with a BURST FIRE capability)
- ANY ROW 6 CONTRIVANCE THAT PASSES WILL CONTINUE TO ROW 7
- ROW 7 COLUMN 1, 2, 3: LINK TO PAGES (A LINK TO PAGE for each of three possible Ranged Attacks against the MOOK 1 group with a BURST FIRE weapon one can perform)
- PAGE LINKS for combat options against the MOOK 1 group are delineated in their Page Titles with 1), MOOK 2 options with 2), and BOSS options with 3).
SPACE ACE ALWAYS AVAILABLE LINKS
This Program is run by the applicable FIGHT OPTIONS program when a target group is selected. If the ONES digit in the CHARACTER DATA memory equals the necessary value (In the case of the SPACE ACE CLASS, this value is 1) and the number of times a SPECIAL ABILITY has been used in this encounter has not been exceeded (in this case not more than twice), then the page links to display SPACE ACE SPECIAL ABILITIES will be displayed.
- ROW 1 COLUMN 1: MEMORY PART EQUAL (Checks to see if the ONES digit of CHARACTER DATA = 1)
- ROW 2 COLUMN 1: MEMORY PART LESS (Checks to see if the TENS digit of CHARACTER DATA is less than 3)
- ROW 3 COLUMN 1, 2, 3: LINK TO PAGES (LINK TO PAGE for the pages NEVER TELL ME THE ODDS, I'M OVER 9000!, and GOT MY SECOND WIND)
SPACE ACE AGAINST MOOK 1 LINKS
This program is run by MOOK 1 FIGHT OPTIONS program when the MOOK 1 target group has been selected. If the ONES digit in the CHARACTER DATA memory equals the necessary value (In the case of the SPACE ACE CLASS, this value is 1) and the number of times a SPECIAL ABILITY has been used in this encounter has not been exceeded (in this case not more than twice), then the page links to display SPACE ACE SPECIAL ABILITIES against MOOK 1 will be displayed.
- ROW 1 COLUMN 1: MEMORY PART EQUAL (Checks to see if the ONES digit of CHARACTER DATA = 1)
- ROW 2 COLUMN 1: MEMORY PART LESS (Checks to see if the TENS digit of CHARACTER DATA is less than 3)
- ROW 3 COLUMN 1: LINK TO PAGE (LINK TO PAGE for the page MOOK CLEANUP, AISLE 1)
SPACE ACE AGAINST BOSSES LINKS
This program is run by BOSS FIGHT OPTIONS program when the BOSS target group has been selected. If the ONES digit in the CHARACTER DATA memory equals the necessary value (In the case of the SPACE ACE CLASS, this value is 1) and the number of times a SPECIAL ABILITY has been used in this encounter has not been exceeded (in this case not more than twice), then the page links to display SPACE ACE SPECIAL ABILITIES against BOSSES will be displayed.
- ROW 1 COLUMN 1: MEMORY PART EQUAL (Checks to see if the ONES digit of CHARACTER DATA = 1)
- ROW 2 COLUMN 1: MEMORY PART LESS (Checks to see if the TENS digit of CHARACTER DATA is less than 3)
- ROW 3 COLUMN 1: LINK TO PAGE (LINK TO PAGE for the page THE PUNCHLINE IS MACHISMO)