26 KiB
Skill Mechanics - Detailed Design
Core Design Principles
- Walking is NEVER punished - No HP drain from travel. Hiking should be rewarded, not penalized.
- Combat is optional and asynchronous - Monsters queue up during your hike, fight them when convenient.
- Turn-based battles - Classic RPG style combat when you choose to engage.
- 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:
๐บ "FIGHT ME COWARD!"
๐ฆ "I'LL GET YOU!" ๐งญ You
๐ฟ "COME BACK HERE!" โ
[===trail===]
Monster Taunts (examples):
- ๐บ Trail Wolf: "I've been chasing you for 2 MILES!"
- ๐ฆ Cave Bat: "You can't ignore me forever!"
- ๐ฟ Angry Shrub: "I'm a BUSH and I'm faster than you!"
- ๐ Wild Boar: "My legs are getting tired but my RAGE isn't!"
- ๐ฆ 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:
โโ BATTLE โโโโโโโโโโโโโโโโโโโโโโโ
โ โ
โ ๐บ Trail Wolf โ
โ HP: โโโโโโโโโโ 45/60 โ
โ โ
โ โโโโโโโโโโโโโโโโโโโโโโโโโ โ
โ โ
โ ๐ You (Trail Runner Lv 3) โ
โ HP: โโโโโโโโโโ 100/100 โ
โ MP: โโโโโโโโโโ 40/50 โ
โ โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโค
โ [โ๏ธ Attack] [๐ฅ Double Strike] โ
โ [๐ Items ] [๐ Flee ] โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Combat Flow:
- Player turn: Choose action
- Action resolves
- Enemy turn: Enemy attacks
- 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 | โ๏ธ Offensive | Lightning fast double-strike in premium footwear |
| 2 | Runner's High | ๐ Utility | Endorphins are nature's healing |
| 3 | Shin Kick | โ๏ธ Offensive | Targets the most painful spot |
| 4 | Gel Pack | ๐ Utility | Disgusting but effective energy boost |
| 5 | Pole Vault | โ๏ธ Offensive | Trekking pole to the FACE |
| 6 | Foam Roll | ๐ Utility | Painful recovery that actually works |
| 7 | Downhill Bomb | โ๏ธ Offensive | Reckless descending attack |
| 8 | Aid Station | ๐ Utility | Full rest stop recovery |
| 9 | Final Kick | โ๏ธ Offensive | That sprint finish energy |
| 10 | Hundred Miler | ๐ 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 โ๏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)
โโ BATTLE โโโโโโโโโโโโโโโโโโโโโโโ
โ ๐บ Trail Wolf โ
โ HP: โโโโโโโโโโ 45/45 โ
โ โ
โ ๐ You โ
โ HP: โโโโโโโโโโ 100/100 โ
โ MP: โโโโโโโโโโ 50/50 โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโค
โ [โ๏ธ Attack] [โ๏ธโ๏ธ Double Strike] โ
โ [๐ Items ] [๐ Flee ] โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Player selects Double Strike:
โโ BATTLE โโโโโโโโโโโโโโโโโโโโโโโ
โ โ
โ โ๏ธ Double Strike! โ
โ โ
โ ๐ฅ Hit 1: 21 damage! โ
โ ๐ฅ Hit 2: 19 damage! โ
โ โ
โ ๐บ Trail Wolf โ
โ HP: โโโโโโโโโโ 5/45 โ
โ โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Enemy turn follows, then back to player...
Why This Skill is Good for Level 1
- Simple to understand - "Attack twice" is intuitive
- Immediately useful - Works in first battle
- Teaches MP management - Can't spam it forever
- 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 ๐
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: [โ Used] [โ 4 battles left] [โ] [โ] [โ]
Skill Level 5: [โ Used] [Ready next battle!]
Skill Level 7: [โ Used] [โ 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).
โโ BATTLE โโโโโโโโโโโโโโโโโโโโโโโ
โ ๐บ Trail Wolf โ
โ HP: โโโโโโโโโโ 12/45 โ
โ โ
โ ๐ You โ
โ HP: โโโโโโโโโโ 42/100 โ โ Hurting!
โ MP: โโโโโโโโโโ 30/50 โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโค
โ [โ๏ธ Attack ] [๐ New Hokas ] โ
โ [๐โโ๏ธ Runner's High] [๐ช Flee ] โ
โ Lv.3 (1/1) โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Player selects Runner's High:
โโ BATTLE โโโโโโโโโโโโโโโโโโโโโโโ
โ โ
โ ๐โโ๏ธ RUNNER'S HIGH! โ
โ โ
โ *Breathes rhythmically* โ
โ *Zones out completely* โ
โ *Achieves flow state* โ
โ โ
โ โจ Recovered 30 HP! โ
โ โ
โ ๐ You โ
โ HP: โโโโโโโโโโ 72/100 โ โ The endorphins are REAL
โ MP: โโโโโโโโโโ 15/50 โ
โ โ
โ Runner's High: 0/1 (recharges in 3 battles)
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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 โ๏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
โโ BATTLE โโโโโโโโโโโโโโโโโโโโโโโ
โ ๐ Wild Boar โ
โ HP: โโโโโโโโโโ 80/80 โ
โ โ
โ ๐ You โ
โ HP: โโโโโโโโโโ 100/100 โ
โ MP: โโโโโโโโโโ 50/50 โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโค
โ [โ๏ธ Attack ] [๐ New Hokas ] โ
โ [๐ฆต Shin Kick] [๐โโ๏ธ Runner's High] โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Player selects Shin Kick:
โโ BATTLE โโโโโโโโโโโโโโโโโโโโโโโ
โ โ
โ ๐ฆต SHIN KICK! โ
โ โ
โ *Winds up* โ
โ *Aims for the shin* โ
โ *CRACK* โ
โ โ
โ ๐ฅ๐ฅ๐ฅ 62 DAMAGE! ๐ฅ๐ฅ๐ฅ โ
โ โ
โ ๐ Wild Boar โ
โ HP: โโโโโโโโโโ 18/80 โ โ Oof, right in the shin
โ โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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 ๐
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
โโ BATTLE โโโโโโโโโโโโโโโโโโโโโโโ
โ ๐ฆ Trail Lizard โ
โ HP: โโโโโโโโโโ 50/50 โ
โ โ
โ ๐ You โ
โ HP: โโโโโโโโโโ 100/100 โ
โ MP: โโโโโโโโโโ 50/50 โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโค
โ [โ๏ธ Attack ] [๐ New Hokas ] โ
โ [๐ฆต Shin Kick] [๐งด Gel Pack ] โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Player selects Gel Pack:
โโ BATTLE โโโโโโโโโโโโโโโโโโโโโโโ
โ โ
โ ๐งด 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 โก ATK +25% for 4 turns! โ
โ โ
โ ๐ You [๐งด GELLED] โ
โ HP: โโโโโโโโโโ 100/100 โ
โ MP: โโโโโโโโโโ 32/50 โ
โ โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Buff indicator persists:
โ ๐ You [๐งด 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 โ๏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% (2ร80%) | 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
โโ BATTLE โโโโโโโโโโโโโโโโโโโโโโโ
โ ๐ Wild Boar โ
โ HP: โโโโโโโโโโ 48/80 โ
โ [๐ Charging up...] โ โ About to do something bad
โ โ
โ ๐ You โ
โ HP: โโโโโโโโโโ 55/100 โ
โ MP: โโโโโโโโโโ 40/50 โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโค
โ [โ๏ธ Attack ] [๐ New Hokas ] โ
โ [๐ฆต Shin Kick] [๐ฅข Pole Vault ] โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Player selects Pole Vault:
โโ BATTLE โโโโโโโโโโโโโโโโโโโโโโโ
โ โ
โ ๐ฅข POLE VAULT! โ
โ โ
โ *Plants trekking pole* โ
โ *YEETS self at enemy* โ
โ *Both feet connect* โ
โ โ
โ ๐ฅ 38 DAMAGE! โ
โ โญ STUNNED! โ
โ โ
โ ๐ Wild Boar [๐ซ STUNNED] โ
โ HP: โโโโโโโโโโ 10/80 โ
โ โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
If stun fails (60% chance at Lv1):
โ ๐ฅ 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:
- Pole Vault (hope for stun)
- If stunned: Free Shin Kick next turn (250% damage + 10% stun bonus = 275%)
- Enemy wasted a turn, you dealt massive damage
Pole Vault + Runner's High combo:
- Pole Vault to stun
- Runner's High to heal safely while enemy is stunned
- 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
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:
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