Combat

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The player character attacking a dummy using the Aerogel Spear

In Funky Avali Game, combat is a core part of the game. Combat primarily utilizes weapons that can be equipped in the inventory. Combat can be split into two categories

Melee

Melee combat is the most available combat in the game. It usually does not require any prerequisites to use and could be used as soon as a valid weapon is equipped.

Melee combat currently only has one attack, the M1 combo where you can click (or hold click) to swing the weapon in a predertmined combo. Each swing of the combo deals differing damage, knockback, and ragdoll.

Melee weapons are also able to block by pressing the block keybind. Upon pressing, the character enters a defensive stance, slowing them down while negating melee damage in a 180° arc in front of the character. (Note that spamming the block button will result in the game treating it as if you were holding block)

If the time between blocking and a melee attack hitting is under 0.125 seconds, then the player will parry, stunning the enemy in place for one second. Melee weapons can also parry projectiles, having a greater window to do so at 0.5 seconds.

Each subsequent parry resets the parry timer, meaning that the user does not need to manually block immediate subsequent attacks.

Ranged

Ranged combat is combat that uses ranged weapons such as firearms and bows. These at the moment do not require ammo in the player's inventory to use but in the future would.

Ranged combat utilises projectiles which can penetrate walls and ricochet, both actions lower the speed of the projectile. Different weapons use different projectiles which have different damage, penetration, ricochet, and many other attributes. The damage of projectiles is determined by the weapon used, the speed of the projectile relative to its starting speed, and the part hit by the projectile.

Currently, Funky Avali Game has two types of projectile weapons

Firearms


UI that is shown when having a firearm equipped

Firearms or Guns are weapons that uses magazines. These magazines have a set reload time where an animation is required to fully play out before the weapon resets it's ammo counter. Depending on the weapon, it would have differing amounts of ammo and a different animation time.

Reloads can be interrupted by stuns such as from a melee attack, requiring the user to restart their reload.

Bows


UI that is shown when having a bow equipped

Bows are weapons that requires the player to hold down their attack button before releasing. Depending on how long they drew the weapon, they would deal differing amounts of damage.

Between the MIN and MAX draw times, the arrow suffers from a penalty in speed, damage, and penetration. This is determined by weapon. Upon drawing to the OVERDRAW point, the projectile would be faster, deal more damage, and have a higher penetration power

You can be stunned during the draw of the bow, canceling your attack.

Damage Calculation

Damage in Funky Avali Game is calculated based on weapon, attacker's stats, defense, and victim's stats.

Damage is first calculated from the attacker's weapon and their damage modifiers. For example, if a melee weapon by default hits for 15 damage and the attacker has a +200% outgoing damage modifier on melee attacks, the resulting damage would be 30.

Then defense is accounted for. In layman terms, defense drops damage exponentially to where if damage is equal to defense, damage drops to p of what it would be. By default, p is 0.1 causing to be reduced to 10% of it's incoming damage after the attacker's modifiers are accounted for. The shape of the damage curve (s) may also differ but as of 4/17/2025, remains at 1.

In the case of the example, if the victim is about to take 30 damage, has a defense value of 30, the incoming damage to the victim would be 3.

Defense damage formula: DESMOS

damage=de(xdsln(p)1)



Finally, the incoming damage is then passed through the victim's damage modifiers. If the victim has a incoming damage modifier of +200%, the damage after defense would be increased to twice of what it would be. in the example, if the victim has a +500% damage modifier, damage would be multiplied by five causing the 3 points of damage after defenses to go to 15 dmg.

Combat Guide/Tips

Miscellaneous