From 068ce514ea3eebdc42b595c631b4b00ce4594577 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Thu, 25 Jun 2026 16:12:06 -0400 Subject: updated stale attack references --- AGENTS.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'AGENTS.md') diff --git a/AGENTS.md b/AGENTS.md index 1ad3f14..fe28843 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -344,17 +344,17 @@ Used by exits, talk options, on-enter scripts, and use_interactions checks. A ba **Agile mobs.** Mobs with `aggressive: true` auto-attack players entering their room (1-tick delay) if `playerLevel <= mobLevel * 2`. -**Equipment requirements.** Items can have `requirements: { attack: 20, defense: 10 }` — checked before equipping. +**Equipment requirements.** Items can have `requirements: { accuracy: 20, defense: 10 }` — checked before equipping. **Fleeing combat:** Movement during combat is a flee attempt. Mobs continue attacking during the movement countdown; a hit aborts the flee ("Can't escape!"). Cape of Agility makes fleeing instant. **Death mechanic:** Player drops credits to ground. If >3 items total (inventory + equipment), the 3 most valuable are kept, rest dropped. Player teleports to room 1 at full HP. All active techs deactivated. **XP formula:** `baseXP = dmg * 4`, distributed by attack style: -- Accurate: +3 attack, 75% Attack XP / 25% HP +- Accurate: +3 accuracy, 75% Accuracy XP / 25% HP - Aggressive: +3 strength, 75% Strength XP / 25% HP - Defensive: +3 defense, 75% Defense XP / 25% HP -- Balanced: +1 each, 25% each Attack/Strength/Defense/HP +- Balanced: +1 each, 25% each Accuracy/Strength/Defense/HP - Ranged styles: varied bonus, 75% Ranged XP / 25% HP **Mob combat level:** `floor((def+hp)/4 + max((atk+str)/4, rng*3/8, sci*3/8))`. -- cgit v1.2.3