# Skill Mechanics - Detailed Design ## Core Design Principles 1. **Walking is NEVER punished** - No HP drain from travel. Hiking should be rewarded, not penalized. 2. **Combat is optional and asynchronous** - Monsters queue up during your hike, fight them when convenient. 3. **Turn-based battles** - Classic RPG style combat when you choose to engage. 4. **Skills alternate** - Offensive skills on odd levels, Utility/Defensive on even levels. --- ## Combat System Overview ### Monster Encounters While hiking, you may randomly encounter monsters based on: - Location (different biomes spawn different monsters) - Time of day (nocturnal creatures at night) - Trail difficulty - Player level (scaled encounters) ### The Monster Entourage When you encounter a monster and don't want to fight, **it follows you around on the map**, yelling insults and taunts at you until you deal with it. **Maximum followers:** 2 monsters per player level - Level 1 player: Max 2 monsters following - Level 5 player: Max 10 monsters following - Level 10 player: Max 20 monsters following If you're at max capacity, new monsters can't spawn until you fight or dismiss some. **Map Display:** ``` ๐Ÿบ "FIGHT ME COWARD!" ๐Ÿฆ‡ "I'LL GET YOU!" ๐Ÿงญ You ๐ŸŒฟ "COME BACK HERE!" โ†“ [===trail===] ``` **Monster Taunts (examples):** - ๐Ÿบ Trail Wolf: "I've been chasing you for 2 MILES!" - ๐Ÿฆ‡ Cave Bat: "You can't ignore me forever!" - ๐ŸŒฟ Angry Shrub: "I'm a BUSH and I'm faster than you!" - ๐Ÿ— Wild Boar: "My legs are getting tired but my RAGE isn't!" - ๐ŸฆŽ Trail Lizard: "This is embarrassing for both of us!" **Interacting with followers:** - Tap a monster icon to start combat with just that one - "Fight All" button for sequential battles - "Dismiss" to shoo them away (no XP, no penalty) - Monsters stay between sessions (persistent) **Comedy escalation:** - Monsters following for 10+ min: Taunts get more desperate - Monsters following for 30+ min: Start complimenting you instead - Monsters following for 1+ hour: Existential crisis dialogue ### Turn-Based Combat When you choose to fight: ``` โ”Œโ”€ BATTLE โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ โ”‚ โ”‚ ๐Ÿบ Trail Wolf โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘ 45/60 โ”‚ โ”‚ โ”‚ โ”‚ โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿƒ You (Trail Runner Lv 3) โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 100/100 โ”‚ โ”‚ MP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘ 40/50 โ”‚ โ”‚ โ”‚ โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค โ”‚ [โš”๏ธ Attack] [๐Ÿ”ฅ Double Strike] โ”‚ โ”‚ [๐ŸŽ’ Items ] [๐Ÿƒ Flee ] โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ ``` **Combat Flow:** 1. Player turn: Choose action 2. Action resolves 3. Enemy turn: Enemy attacks 4. Repeat until someone hits 0 HP **Victory:** Gain XP, possible loot drops **Defeat:** Lose some gold? Lose queued monsters? (TBD - should be minor) --- ## HP System (Revised) ### HP is for COMBAT only - HP does NOT drain from walking - HP only changes during battle, skills, or items - **HP persists between battles** - adds strategy to combat decisions ### HP Recovery (Out of Combat) | Method | Recovery | Notes | |--------|----------|-------| | Time (passive) | 1 HP per minute | Slow but free | | Rest at geocache | 5 HP per minute | Must be stationary at location | | Food items | Varies | Snacks, trail mix, etc. | | Healing skills | Varies | Class abilities | | Level up | Full restore | Reward for leveling | ### What Happens at 0 HP? **In Battle:** - You lose the fight - Monster escapes (gets dismissed, no XP) - You're left at 1 HP (can't die, just knocked out of that fight) - Any remaining monsters in your entourage keep following you **Strategic Implications:** - Can't just chain-fight 20 monsters - need to manage HP - Healing skills become valuable between fights - Might need to dismiss some monsters if HP is low - Adds tension: "Can I take one more fight before resting?" --- ## Skill Leveling System Skills have their own level that improves with use! This is separate from your character level. ### How Skills Level Up **XP per skill:** Each time you use a skill, it gains Skill XP - Using a skill in combat: +10 Skill XP - Skill contributes to victory: +5 bonus Skill XP - Using skill effectively (e.g., heal when low HP): +5 bonus Skill XP **Skill XP thresholds:** | Skill Level | Total XP Needed | |-------------|-----------------| | 1 | 0 (starting) | | 2 | 50 | | 3 | 150 | | 4 | 300 | | 5 | 500 | | 6 | 800 | | 7 | 1200 | | 8+ | +500 per level | ### What Skill Levels Do Each skill defines its own leveling bonuses. Common patterns: - **Cooldown reduction** - Use more often - **Damage/healing increase** - More powerful - **MP cost reduction** - More efficient - **Additional effects** - New mechanics unlock --- ## Trail Runner Skills (Revised) **Skill Pattern:** Odd levels = Offensive, Even levels = Utility/Defensive **Class Identity:** Gear snob, endurance athlete, trail obsessed, owns $200 shoes, has opinions about hydration vests | Level | Skill | Type | Flavor | |-------|-------|------|--------| | 1 | Brand New Hokas | โš”๏ธ Offensive | Lightning fast double-strike in premium footwear | | 2 | Runner's High | ๐Ÿ’š Utility | Endorphins are nature's healing | | 3 | Shin Kick | โš”๏ธ Offensive | Targets the most painful spot | | 4 | Gel Pack | ๐Ÿ’š Utility | Disgusting but effective energy boost | | 5 | Pole Vault | โš”๏ธ Offensive | Trekking pole to the FACE | | 6 | Foam Roll | ๐Ÿ’š Utility | Painful recovery that actually works | | 7 | Downhill Bomb | โš”๏ธ Offensive | Reckless descending attack | | 8 | Aid Station | ๐Ÿ’š Utility | Full rest stop recovery | | 9 | Final Kick | โš”๏ธ Offensive | That sprint finish energy | | 10 | Hundred Miler | ๐ŸŒŸ Ultimate | You simply refuse to stop | --- ### Reserved for Gym Bro (Barbarian) class: - Rep It Out - PR Attempt - Beast Mode - Protein Shake - Max Effort - Drop Set - Pre-Workout - Spot Me Bro --- ## Level 1: Brand New Hokas โš”๏ธ ### The Skill ``` Name: Brand New Hokas Type: Offensive MP Cost: 12 (reduces with skill level) Cooldown: None (usable every turn) Effect: Attack twice in a single turn ``` *"These cost $180 and they're worth EVERY PENNY."* The Trail Runner's premium cushioned footwear allows for lightning-fast strikes. Two rapid kicks delivered with the confidence that only expensive gear can provide. ### Skill Leveling Progression Brand New Hokas improves its damage and efficiency as you level it: | Skill Level | Damage per Hit | MP Cost | Total vs Normal Attack | |-------------|---------------|---------|------------------------| | 1 | 80% | 12 | 160% damage | | 2 | 82% | 12 | 164% damage | | 3 | 85% | 11 | 170% damage | | 4 | 87% | 11 | 174% damage | | 5 | 90% | 10 | 180% damage | | 6 | 92% | 10 | 184% damage | | 7 | 95% | 9 | 190% damage | | 8 | 97% | 9 | 194% damage | | 9 | 100% | 8 | 200% damage (two full attacks!) | | 10+ | 100% + crit bonus | 8 | 200%+ with +5% crit chance per level | **Milestone unlocks:** - **Level 5:** "Swift Strikes" - Animation speeds up (QoL) - **Level 9:** "True Double" - Each hit deals full damage - **Level 10:** "Relentless" - +5% critical hit chance per level beyond 10 ### Combat Mechanics **Base Attack Damage Formula:** ``` Damage = (STR ร— 2) + WeaponDamage + RandomVariance(0 to STR/2) ``` For a Level 1 Trail Runner with 12 STR and no weapon: - Base Attack: (12 ร— 2) + 0 + (0-6) = 24-30 damage **Double Strike at Skill Level 1:** - Hit 1: 80% of base = 19-24 damage - Hit 2: 80% of base = 19-24 damage - Total: 38-48 damage (vs 24-30 from normal attack) **Double Strike at Skill Level 9:** - Hit 1: 100% of base = 24-30 damage - Hit 2: 100% of base = 24-30 damage - Total: 48-60 damage for only 8 MP! ### How It Works In-Game **Scenario:** Battle against a Trail Wolf (45 HP) ``` โ”Œโ”€ BATTLE โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ ๐Ÿบ Trail Wolf โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘ 45/45 โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿƒ You โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 100/100 โ”‚ โ”‚ MP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 50/50 โ”‚ โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค โ”‚ [โš”๏ธ Attack] [โš”๏ธโš”๏ธ Double Strike] โ”‚ โ”‚ [๐ŸŽ’ Items ] [๐Ÿƒ Flee ] โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ ``` **Player selects Double Strike:** ``` โ”Œโ”€ BATTLE โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ โ”‚ โ”‚ โš”๏ธ Double Strike! โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿ’ฅ Hit 1: 21 damage! โ”‚ โ”‚ ๐Ÿ’ฅ Hit 2: 19 damage! โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿบ Trail Wolf โ”‚ โ”‚ HP: โ–ˆโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘ 5/45 โ”‚ โ”‚ โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ ``` **Enemy turn follows, then back to player...** ### Why This Skill is Good for Level 1 1. **Simple to understand** - "Attack twice" is intuitive 2. **Immediately useful** - Works in first battle 3. **Teaches MP management** - Can't spam it forever 4. **Fighter identity** - Establishes Trail Runner as damage dealer ### Edge Cases - **Not enough MP?** Skill greyed out, tooltip shows "Need 12 MP" - **Can both hits crit?** Yes, each hit rolls independently - **Can enemy die on first hit?** Yes, second hit is wasted (no overkill bonus) --- ## Level 2: Runner's High ๐Ÿ’š ### The Skill ``` Name: Runner's High Type: Utility (Healing) MP Cost: 15 Cooldown: Battle-based (improves with Skill Level) Effect: Restore 30% of maximum HP ``` *"Around mile 8, something magical happens... the pain becomes pleasure."* The Trail Runner taps into that euphoric state where endorphins flood the system and everything feels possible. Pain melts away, replaced by a serene confidence. ### Skill Leveling Progression Runner's High cooldown is based on **number of battles**, and improves as you level the skill: | Skill Level | Cooldown | In Practice | |-------------|----------|-------------| | 1 | Once per 5 battles | Very limited, save for emergencies | | 2 | Once per 4 battles | Slightly more available | | 3 | Once per 3 battles | Every third fight | | 4 | Once per 2 battles | Every other fight | | 5 | Once per battle | Reliable, use every fight | | 6 | Twice per battle | Now we're cooking | | 7 | Three times per battle | Significant sustain | | 8+ | +1 use per level | Approaching immortality | **Cooldown Tracking:** ``` Skill Level 1: [โœ“ Used] [โ–‘ 4 battles left] [โ–‘] [โ–‘] [โ–‘] Skill Level 5: [โœ“ Used] [Ready next battle!] Skill Level 7: [โœ“ Used] [โœ“ Used] [โ–‘ Available] ``` ### Combat Mechanics For a player with 100 max HP: - Runner's High restores 30 HP (scales slightly with skill level) - Healing increases with skill level: | Skill Level | HP Restored | |-------------|-------------| | 1-3 | 30% max HP | | 4-5 | 35% max HP | | 6-7 | 40% max HP | | 8+ | 45% max HP | ### How It Works In-Game **Scenario:** Mid-battle, you've taken some hits. Runner's High is available (cooldown ready). ``` โ”Œโ”€ BATTLE โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ ๐Ÿบ Trail Wolf โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘ 12/45 โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿƒ You โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘ 42/100 โ”‚ โ† Hurting! โ”‚ MP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘โ–‘โ–‘ 30/50 โ”‚ โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค โ”‚ [โš”๏ธ Attack ] [๐Ÿ‘Ÿ New Hokas ] โ”‚ โ”‚ [๐Ÿƒโ€โ™‚๏ธ Runner's High] [๐Ÿšช Flee ] โ”‚ โ”‚ Lv.3 (1/1) โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ ``` **Player selects Runner's High:** ``` โ”Œโ”€ BATTLE โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ โ”‚ โ”‚ ๐Ÿƒโ€โ™‚๏ธ RUNNER'S HIGH! โ”‚ โ”‚ โ”‚ โ”‚ *Breathes rhythmically* โ”‚ โ”‚ *Zones out completely* โ”‚ โ”‚ *Achieves flow state* โ”‚ โ”‚ โ”‚ โ”‚ โœจ Recovered 30 HP! โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿƒ You โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘โ–‘ 72/100 โ”‚ โ† The endorphins are REAL โ”‚ MP: โ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘ 15/50 โ”‚ โ”‚ โ”‚ โ”‚ Runner's High: 0/1 (recharges in 3 battles) โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ ``` ### Strategic Implications **At Skill Level 1 (once per 5 battles):** - VERY precious resource - Only use when absolutely necessary - Might lose fights you could have won if you waste it **At Skill Level 5 (once per battle):** - Reliable tool in every fight - Can be more aggressive knowing you have a heal - Still need to time it right **At Skill Level 7+ (multiple per battle):** - Major sustain advantage - Can take on tougher monsters - Enables riskier strategies ### Edge Cases - **Cooldown not ready?** Skill greyed out, shows "2 battles remaining" - **Multiple uses available?** Shows "(2/3)" to indicate uses left this battle - **At full HP?** Greyed out with "HP Full" tooltip - **Would overheal?** Caps at max HP (no waste, shows actual heal amount) --- ## Level 3: Shin Kick โš”๏ธ ### The Skill ``` Name: Shin Kick Type: Offensive MP Cost: 20 Cooldown: Once per battle Effect: A devastating strike dealing 250% damage ``` *"Right in the shin. You KNOW how much that hurts."* Every trail runner knows the agony of a shin strike - whether from a hidden root, a rock, or an aggressive trail marker. Now weaponize that pain against your enemies. ### Skill Leveling Progression | Skill Level | Damage | MP Cost | Bonus Effect | |-------------|--------|---------|--------------| | 1 | 250% | 20 | - | | 2 | 265% | 20 | - | | 3 | 280% | 19 | - | | 4 | 295% | 19 | - | | 5 | 310% | 18 | "New PR!" - 10% chance to reset cooldown | | 6 | 325% | 18 | 15% reset chance | | 7 | 340% | 17 | 20% reset chance | | 8 | 355% | 17 | 25% reset chance | | 9 | 370% | 16 | 30% reset chance | | 10+ | 400% | 15 | "BONE BRUISE" - 35% reset + stuns enemy 1 turn | ### Combat Mechanics **Comparison to other attacks:** - Normal Attack: 100% damage, 0 MP - Brand New Hokas (Lv1): 160% damage, 12 MP - Shin Kick (Lv1): 250% damage, 20 MP **When to use:** - Opening move to chunk a tough enemy - Finishing blow on a low-HP monster - When you can afford the MP investment ### How It Works In-Game ``` โ”Œโ”€ BATTLE โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ ๐Ÿ— Wild Boar โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 80/80 โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿƒ You โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 100/100 โ”‚ โ”‚ MP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 50/50 โ”‚ โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค โ”‚ [โš”๏ธ Attack ] [๐Ÿ‘Ÿ New Hokas ] โ”‚ โ”‚ [๐Ÿฆต Shin Kick] [๐Ÿƒโ€โ™‚๏ธ Runner's High] โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ ``` **Player selects Shin Kick:** ``` โ”Œโ”€ BATTLE โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ โ”‚ โ”‚ ๐Ÿฆต SHIN KICK! โ”‚ โ”‚ โ”‚ โ”‚ *Winds up* โ”‚ โ”‚ *Aims for the shin* โ”‚ โ”‚ *CRACK* โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿ’ฅ๐Ÿ’ฅ๐Ÿ’ฅ 62 DAMAGE! ๐Ÿ’ฅ๐Ÿ’ฅ๐Ÿ’ฅ โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿ— Wild Boar โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘ 18/80 โ”‚ โ† Oof, right in the shin โ”‚ โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ ``` ### Edge Cases - **Already used this battle?** Greyed out, shows "Shin Sore" (already gave 'em one) - **Not enough MP?** Greyed out, shows "Need 20 MP" - **Kills the enemy?** Displays "CRITICAL SHIN!" celebration text - **Cooldown resets (Lv5+)?** Shows "OTHER SHIN!" and skill becomes available again --- ## Level 4: Gel Pack ๐Ÿ’š ### The Skill ``` Name: Gel Pack Type: Utility (Buff) MP Cost: 18 Cooldown: Once per 3 battles Effect: Boost attack damage by 25% for 4 turns ``` *"It tastes like chemical birthday cake but it WORKS."* The Trail Runner squeezes down an energy gel - that weird gooey substance that costs $3 per packet and has the consistency of toothpaste. Disgusting? Yes. Effective? Absolutely. ### Skill Leveling Progression | Skill Level | Damage Boost | Duration | Cooldown | |-------------|-------------|----------|----------| | 1 | +25% | 4 turns | 1 per 3 battles | | 2 | +27% | 4 turns | 1 per 3 battles | | 3 | +30% | 4 turns | 1 per 3 battles | | 4 | +32% | 5 turns | 1 per 2 battles | | 5 | +35% | 5 turns | 1 per 2 battles | | 6 | +37% | 5 turns | 1 per battle | | 7 | +40% | 6 turns | 1 per battle | | 8 | +42% | 6 turns | 2 per battle | | 9 | +45% | 6 turns | 2 per battle | | 10+ | +50% | 8 turns | 3 per battle, also +10% crit | **Bonus at Level 10:** "GU Guru" - Also adds +10% critical hit chance ### Combat Mechanics **How the buff stacks with attacks:** ``` Normal Attack: 25 damage With Gel Pack (+25%): 25 ร— 1.25 = 31 damage Brand New Hokas: 40 damage (two hits) With Gel Pack: 40 ร— 1.25 = 50 damage Shin Kick: 62 damage With Gel Pack: 62 ร— 1.25 = 77 damage ``` **Optimal timing:** - Use Gel Pack turn 1, then unload damage skills - 4 turns is enough for 3-4 buffed attacks - Pairs especially well with Brand New Hokas (double benefit) ### How It Works In-Game ``` โ”Œโ”€ BATTLE โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ ๐ŸฆŽ Trail Lizard โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 50/50 โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿƒ You โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 100/100 โ”‚ โ”‚ MP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 50/50 โ”‚ โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค โ”‚ [โš”๏ธ Attack ] [๐Ÿ‘Ÿ New Hokas ] โ”‚ โ”‚ [๐Ÿฆต Shin Kick] [๐Ÿงด Gel Pack ] โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ ``` **Player selects Gel Pack:** ``` โ”Œโ”€ BATTLE โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ โ”‚ โ”‚ ๐Ÿงด GEL PACK! โ”‚ โ”‚ โ”‚ โ”‚ *Tears open packet* โ”‚ โ”‚ *Squeezes directly into โ”‚ โ”‚ mouth* โ”‚ โ”‚ *Tries not to gag* โ”‚ โ”‚ โ”‚ โ”‚ โšก ATK +25% for 4 turns! โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿƒ You [๐Ÿงด GELLED] โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 100/100 โ”‚ โ”‚ MP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘ 32/50 โ”‚ โ”‚ โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ ``` **Buff indicator persists:** ``` โ”‚ ๐Ÿƒ You [๐Ÿงด 3 turns] โ”‚ โ† Shows remaining duration ``` ### Edge Cases - **Already have the buff?** Can't stack, refreshes duration instead - **Buff expires mid-battle?** Shows "Sugar crash..." message - **Multiple uses (Lv8+)?** Can refresh before expiring for continuous uptime - **Does it affect healing?** No, damage only (it's SUGAR not PROTEIN) ### Synergy Notes **Gel Pack + Brand New Hokas combo:** - Gel Pack Turn 1 (+25% damage) - Brand New Hokas Turn 2, 3, 4 (all buffed) - Each Hokas attack now deals ~50 damage instead of 40 - Total extra damage over 4 turns: ~30-40 bonus damage **Gel Pack + Shin Kick combo:** - Gel Pack Turn 1 - Shin Kick Turn 2 for ~77 damage instead of 62 - Finish with buffed normal attacks --- ## Level 5: Pole Vault โš”๏ธ ### The Skill ``` Name: Pole Vault Type: Offensive MP Cost: 16 Cooldown: None (usable every turn) Effect: 150% damage attack with 40% chance to stun enemy for 1 turn ``` *"These carbon fiber trekking poles cost $250. Time to get my money's worth."* The Trail Runner plants their premium trekking pole and launches themselves foot-first into the enemy's face. It's not what the manufacturer intended, but it's devastatingly effective. ### Skill Leveling Progression | Skill Level | Damage | Stun Chance | MP Cost | |-------------|--------|-------------|---------| | 1 | 150% | 40% | 16 | | 2 | 155% | 42% | 16 | | 3 | 160% | 45% | 15 | | 4 | 165% | 47% | 15 | | 5 | 170% | 50% | 14 | | 6 | 175% | 52% | 14 | | 7 | 180% | 55% | 13 | | 8 | 185% | 57% | 13 | | 9 | 190% | 60% | 12 | | 10+ | 200% | 65% | 12, "Pole Position" - stun lasts 2 turns | **Milestone at Level 10:** "Pole Position" - Stuns now last 2 turns instead of 1 ### Combat Mechanics **Comparison to other offensive skills:** | Skill | Damage | Special | MP Cost | |-------|--------|---------|---------| | Brand New Hokas | 160% (2ร—80%) | Two hits | 12 | | Shin Kick | 250% | Once per battle | 20 | | Pole Vault | 150% | 40% stun | 16 | **When to use Pole Vault:** - Enemy is about to use a big attack (stun prevents it) - You need breathing room to heal next turn - Setting up for a Shin Kick (stunned enemies can't dodge) **Stun mechanics:** - Stunned enemies skip their next turn - Stunned enemies take 10% bonus damage from all sources - Stun doesn't stack (refreshes duration if re-applied) ### How It Works In-Game ``` โ”Œโ”€ BATTLE โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ ๐Ÿ— Wild Boar โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘โ–‘โ–‘ 48/80 โ”‚ โ”‚ [๐Ÿ”„ Charging up...] โ”‚ โ† About to do something bad โ”‚ โ”‚ โ”‚ ๐Ÿƒ You โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘โ–‘โ–‘ 55/100 โ”‚ โ”‚ MP: โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘ 40/50 โ”‚ โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค โ”‚ [โš”๏ธ Attack ] [๐Ÿ‘Ÿ New Hokas ] โ”‚ โ”‚ [๐Ÿฆต Shin Kick] [๐Ÿฅข Pole Vault ] โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ ``` **Player selects Pole Vault:** ``` โ”Œโ”€ BATTLE โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ โ”‚ โ”‚ ๐Ÿฅข POLE VAULT! โ”‚ โ”‚ โ”‚ โ”‚ *Plants trekking pole* โ”‚ โ”‚ *YEETS self at enemy* โ”‚ โ”‚ *Both feet connect* โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿ’ฅ 38 DAMAGE! โ”‚ โ”‚ โญ STUNNED! โ”‚ โ”‚ โ”‚ โ”‚ ๐Ÿ— Wild Boar [๐Ÿ’ซ STUNNED] โ”‚ โ”‚ HP: โ–ˆโ–ˆโ–ˆโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘ 10/80 โ”‚ โ”‚ โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ ``` **If stun fails (60% chance at Lv1):** ``` โ”‚ ๐Ÿ’ฅ 38 DAMAGE! โ”‚ โ”‚ (Boar shakes it off) โ”‚ ``` ### Strategic Considerations **Pole Vault vs Brand New Hokas:** - Hokas: More reliable damage (160% vs 150%) - Pole Vault: Chance to prevent enemy turn entirely - Use Hokas for pure DPS, Pole Vault for control **Pole Vault + Shin Kick combo:** 1. Pole Vault (hope for stun) 2. If stunned: Free Shin Kick next turn (250% damage + 10% stun bonus = 275%) 3. Enemy wasted a turn, you dealt massive damage **Pole Vault + Runner's High combo:** 1. Pole Vault to stun 2. Runner's High to heal safely while enemy is stunned 3. Resume attacking at higher HP ### Edge Cases - **Not enough MP?** Greyed out, shows "Need 16 MP" - **Enemy already stunned?** Can still use, refreshes stun duration - **Enemy immune to stun?** Damage still applies, shows "Immune to stun!" - **Critical hit?** Stun chance increases to 60% on crits --- ## Implementation Considerations ### Data We Need to Track ```javascript player = { hp: 80, maxHp: 100, mp: 35, maxMp: 50, skills: { secondWind: { unlocked: true, cooldownEnds: 1704567890000, // Unix timestamp }, steadyPace: { unlocked: true, // No cooldown for passives } }, // For passive tracking stats: { hpSavedBySteadyPace: 47, distanceTraveledToday: 8500, // meters elevationGainedToday: 320, // meters } } ``` ### GPS Integration The drain system needs to integrate with GPS tracking: ```javascript function onPositionUpdate(newPosition) { const distance = calculateDistance(lastPosition, newPosition); const elevation = calculateElevationGain(lastPosition, newPosition); let drain = 0; // Base distance drain drain += distance / 100; // 1 HP per 100m // Elevation drain drain += (elevation / 10) * 2; // 2 HP per 10m climbed // Apply terrain modifier (from trail data) drain *= getTerrainModifier(currentTrail); // Apply passive skills if (player.skills.steadyPace.unlocked) { drain *= 0.85; // -15% } // Apply racial bonuses drain *= player.race.movementDrainModifier; // Apply the drain player.hp = Math.max(0, player.hp - drain); updateUI(); } ``` --- ## Next Steps - [ ] Define how MP regenerates - [ ] Define what Difficult Terrain actually means (GPS data? Manual marking?) - [ ] Design the skills UI - [ ] Define Level 3: Trail Legs mechanics