From 897105c8fc877e282dc87e8a24a307dd7cfb64ef Mon Sep 17 00:00:00 2001 From: HikeMap User Date: Sun, 11 Jan 2026 10:47:05 -0600 Subject: [PATCH] Adjust monster spawn limits and make flee remove monsters MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Max monsters now equals player level (capped at 4) - Level 1: 1 monster - Level 2: 2 monsters - Level 3: 3 monsters - Level 4+: 4 monsters - Previously was 2x player level (uncapped) - Fleeing from combat now removes all monsters (they scatter) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 --- index.html | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/index.html b/index.html index b81e4be..9cc6a85 100644 --- a/index.html +++ b/index.html @@ -6410,8 +6410,9 @@ return nearestDist <= maxDistanceMeters ? { monster: nearest, distance: nearestDist } : null; } - // Max monsters = 2 per player level - const getMaxMonsters = () => 2 * (playerStats?.level || 1); + // Max monsters = player level, capped at 4 + // Level 1: 1 monster, Level 2: 2, Level 3: 3, Level 4+: 4 + const getMaxMonsters = () => Math.min(playerStats?.level || 1, 4); // ========================================== // END RPG COMBAT SYSTEM DEFINITIONS @@ -17015,6 +17016,11 @@ playerStats.hp = combatState.player.hp; playerStats.mp = combatState.player.mp; savePlayerStats(); + + // Remove all monsters when fleeing - they scatter and disappear + const monsterIds = combatState.monsters.map(m => m.id); + monsterIds.forEach(id => removeMonster(id)); + updateRpgHud(); setTimeout(closeCombatUI, 1000);