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<languages /> <div lang="en" dir="ltr" class="mw-content-ltr"> == Description == There are several components that make up the [[Special:MyLanguage/Trials in Tainted Space|TiTS]] combat system. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> The core combat gameplay is mainly turn-based, involving stat comparison with randomly generated buffs and debuffs related to bonuses, status effects, and other factors. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Combat Stats == The factors that determine loss or victory in combat relies on two main status values: * <b id="HP">[[Special:MyLanguage/Health|Health]]</b> - Health Points (or '''HP'''), the measurement of a character's vitality. It shows the amount of physical-based damage a character can take before falling, in this case, knocked unconscious. * <b id="Lust">[[Special:MyLanguage/Lust|Lust]]</b> - The measurement of the character's arousal. It shows the amount of sexual enticement a character can endure before falling to the will of the body's carnal desires. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Losing by health usually results in regaining consciousness at a later time after the battle, and losing a certain amount of credits. Losing by lust usually results in the character vigorously masturbating or trying to relieve the sexual pressure in some way. Victory or loss by either measure may open up options for sex, depending on the situation and how the character or opponent would react in such situations. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> For non-sexual hostile opponents, a character losing by lust will usually lead to the character being distracted so much by arousal that they are then knocked unconscious by the opponent. Victory against a non-sexual encounter will, of course, not have any sexual-related options. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Two other values will determine the longevity and efficiency of the battle: * <b id="Shields">[[Special:MyLanguage/Shields|Shields]]</b> - The amount of generated shields currently available to the character. Shields will protect the character's HP until they are broken through, depleted, or otherwise disabled. * <b id="Energy">[[Special:MyLanguage/Energy|Energy]]</b> - The amount of stamina available to the character. Energy is the currency of special abilities, where certain abilities may be unavailable if the current energy value does not reach the energy cost of that ability. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Shields and energy can be replenished using special abilities or items, if available, during combat. Outside of combat, shields can be replenished after a certain amount of time (usually a minute after battle) and energy can be replenished by waiting, sleeping, or consuming [[Special:MyLanguage/Vending_Machine|power potions]]. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Core Stats == Other status values can also aid or hinder a character's combat performance: </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * <b id="Physique">[[Special:MyLanguage/Physique|Physique]]</b> - The strength of the character (also analogous to physical endurance). Determines the magnitude of the character's physical melee attacks. * <b id="Reflexes">[[Special:MyLanguage/Reflexes|Reflexes]]</b> - The agility of the character (also analogous to piloting aptitude). Determines how fast the character is and their chance of evading attacks from an opponent. * <b id="Aim">[[Special:MyLanguage/Aim|Aim]]</b> - The attack power of the character (analogous to accuracy and precision while using weaponry). Determines the magnitude of the character's physical ranged attacks. * <b id="Intelligence">[[Special:MyLanguage/Intelligence|Intelligence]]</b> - The knowledge capacity of the character (analogous to mechanical/technical aptitude). Depending on actions taken or reacted to by the character during battle, this may help determine the chance between positive and negative outcomes of such actions. * <b id="Willpower">[[Special:MyLanguage/Willpower|Willpower]]</b> - The mental and physical resistance of the character (also analogous to mental endurance). Determines how vulnerable the character can be to physical, mental or sexual advances from the opponent. * <b id="Libido">[[Special:MyLanguage/Libido|Libido]]</b> - The sexual drive of the character. Determines how fast the character's lust will raise over time or during sexual encounters and how much damage they do with tease attacks. * <b id="Taint">[[Special:MyLanguage/Taint|Taint]]</b> - Hidden status. Represents the genetic corruption of the character. Determines minimum Libido. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Each stat's maximum value is naturally capped 5 times the [[#Level|current level]]. With exception to Libido and Taint, which at start has cap at 100 and value can't be raised by level up. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> By default, [[Special:MyLanguage/Captain Steele|Captain Steele]] will start with a base of 3 points for each visible core state and pure Taint. During character creation, certain options will increase or decrease certain stats. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ---- === Affinity === A chosen affinity towards a particular core stat can affect Steele's natural stat gains for that stat namely the [[#Slow_Stat_Gain|slow stat gain]]. This affinity is selected upon character creation and will increase the magnitude of the stat's effective gains to 150% the base value. The affinity does not affect regular/flat stat gains, however. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Slow Stat Gain === Some items or events can alter core stats, permanently or temporarily. Sometimes the stat changes will be of a static value for increasing and decreasing, however some stat gains will be considered "slow stat gains". For a list of methods to gain stats other than leveling up, see [[Special:MyLanguage/Stat gain by source|Stat gain by source]]. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Slow stat gains work a bit differently than regular static value gains. This method of gains (and it is restricted to gains, not losses) will decrease in value the higher the character's current stat is. If the potential stat is below 30% of its maximum, the resulting stat gain will be '''1''' "stat point" gained per each "point of slow stat gain". The closer the character's modified stat is to 100, the lower the stat gain value will be, with 0 points being the lowest value gained for each point. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> If the character has an [[#Affinity|affinity]] towards a particular stat, that stat will be increased by 50% it's base gain before being run through the slow stat gain calculations. </div> The gain limits are as follows: {|class="wikitable unsortable bordered" border="1" cellpadding="3" style="text-align:center" |+ Slow Stat Gain (Increasing or Decreasing) per 1 point each !width="190px"| Changed Stat Value !width="150px"| Increasing (+) !width="150px"| Decreasing (-) |- | less than 30 |1 |0.1 |- | less than 40 |0.9 |0.15 |- | less than 50 |0.8 |0.20 |- | less than 60 |0.7 |0.25 |- | less than 65 |0.6 |0.3 |- | less than 70 |0.5 |0.4 |- | less than 75 |0.4 |0.5 |- | less than 80 |0.3 |0.6 |- | less than 85 |0.25 |0.7 |- | less than 90 |0.20 |0.8 |- | less than 95 |0.15 |0.9 |- | at 95 or higher |0.1 |1 |- |} <div lang="en" dir="ltr" class="mw-content-ltr"> === Advancement === ---- A major factor in improving a character's stats is by way of leveling. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * <b id="Level">Level</b> - The current level the character is at, illustrating the amount of experience the character has. * <b id="XP">Experience</b> - Experience Points (or '''XP'''), the value of experience a character has, usually used to gauge how close the character is to the next level upgrade. Experience is usually gained during combat victories, but certain events and sexual encounters may raise experience points as well. * <b id="Credits">[[Special:MyLanguage/Credits|Credits]]</b> - The amount of currency a character has on hand. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Status Effects == There are a number of [[Special:MyLanguage/Status Effects|Status Effects]] that can also aid or hinder combat performance. Status effects can be gained before, during, or after combat encounters. Status effects that are gained/inflicted during combat can be instantaneous, last for a limited or random amount of turns, or until the combat encounter ends. Longer-lasting status effects can also be attained, where the effect lasts post-battle. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> The status effects are as follows: * <b id="Effect_Blindness">Blindness</b> - -50 Ranged and -33 Melee Accuracy. Teasing while blind inflicts 50% tease damage by default, penalty is reduced with Exhibitionism. Cannot Critically Hit or get the bonus damage from [[Special:MyLanguage/Smuggler|Aimed Shot/Sneak Attack]]. * <b id="Burning">Burning</b> - Take damage each round until it wears off. Reduces Defense by 5. Damage is determined by the weapon's base Burning damage. Can stack up to 10% of the target's maximum HP/round. * <b id="Effect_Deep Freeze">Deep Freeze</b> - -5% Evasion. The next attack with the Crushing flag does 2x damage and removes the stats. This is separate from a Critical Hit. * <b id="Effect_Disarm">Disarmed</b> - Cannot attack with weapons or many special attacks until it times out, or you equip a weapon from your inventory. * <b id="Effect_Flying">Flying</b> - Cannot be hit by basic melee attacks. Can hit other Flying targets with melee attacks. Immune to most Trip attacks. * <b id="Effect_Grapple">Grappled</b> - Can only <b>Struggle</b> or <b>Do Nothing</b>. By default, escaped with physique. Beginning at level 3, Smugglers will use Reflexes if higher and Tech Specialists can use the <b>Static Burst</b> ability to escape most grapples. Kineticists can use Intelligence for the normal escape or Willpower with <b>Mind Trick</b>. Attacks vs a Grappled target always hit. * <b id="Effect_Levitate">Levitating</b> - Cannot be hit by basic melee attacks, +10 Evasion. Can hit Flying targets with melee attacks. Immunity to most Trip attacks. * <b id="Effect_Paralyze">Paralyzed</b> - You cannot take actions and take 25% more tease damage until you recover. Attacks vs a Paralyzed target always hit. * <b id="Effect_Stagger">Staggered</b> - Reduces your effective physique, aim, reflexes and intelligence by 20% of maximum. * <b id="Effect_Stun">Stunned</b> - You are stunned and cannot move until you recover. Take 25% tease damage. Attacks vs a Stunned target always hit. * <b id="Effect_Trip">Tripped</b> - Reduces your effective melee evasion by 50, increases ranged evasion by 10, increases tease damage taken and dealt by 25%. You also have to spend an action to stand up, unless you have [[Special:MyLanguage/Perks_by_source#Leap_Up|Leap Up]] or use [[Special:MyLanguage/Kineticist|Levitate]]. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Combat Details == Combat points on certain items and equipment will factor into the results of each turn during battles. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Damage === This is the value of raw physical damage. The damage can come in several types. This value is particularly important when it comes to comparing it to the defense and health point values. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Damage Types ==== ---- There are different damage types in TiTS that effect enemies in different ways. They can be inflicted using either melee or ranged weapons. Some special abilities and items can also cause specific damage types as well. The damage types are as follows: ; Physical Damage * Kinetic * Electric * Burning * Freezing * Corrosive * Poison * True/Unresistable ; Lust Damage * Psionic * Drug * Pheromone * Tease * True/Unresistable </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ---- In addition, some damage types will have extra [[Special:MyLanguage/Codex:_Item_Mechanics#Weapon_Flags|Weapon Flags]] to modify the damage properties: </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Bullet:''' This indicates that the weapon uses bullets to convey damage to its targets. Many armors offer at least some resistance to bullets, but never enough for this style of kinetic combat to go out of style. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Crushing:''' The crushing flag is almost always found on blunt melee weapons, though rare projectile weapons are not unheard of. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Energy Weapon:''' This indicates that a weapon delivers its payload via energy, a hallmark of laser-based, electrical, or plasma weaponry. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Explosive:''' As indicated by their name, explosive weapons detonate with concussive force. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Laser:''' Laser weapons fire their payload in the form of beams of cohesive energy. Some items offer great defense against lasers, but no one can deny the effectiveness of the near-instant transmission of burning death. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Penetrating:''' Weapons with the penetrating quality are often melee weapons - anything you can use to stab someone or something with. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Psionic:''' The damage caused by such attacks may be amplified by the attacker’s psionic prowess and other psionic gear. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Shield Bypass:''' The damage dealt by weapons with this property have the ability to bypass shields. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Target Shields:''' The damage dealt by weapons with this property only affects shields. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Burn Dot Chance:''' When the opponent takes health damage, weapons with this trait have a chance to apply burn damage over time. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Draining:''' The damage dealt by weapons with this property steals half of the opponent’s shield. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Greater Draining:''' The damage dealt by weapons with this property steals 90% of the opponent’s shield. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Vampiric:''': The damage dealt by weapons with this property steals half of the opponent’s health. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * '''Greater Vampiric:''' The damage dealt by weapons with this property steals 90% of the opponent’s health. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Damage types are particularly important when comparing the damage value to a defense's [[#Resistances|resistance type]]. ---- ==== Critical Damage ==== Percent chance to apply bonus damage to a character's attack. Base Critical Chance is 5% and is capped at 50%.<br> Critical hits for Physical damage do 200%. Critical hits for Lust damage do 150%.<br> In addition to normal Critical hits, some abilities can 'Mini-Crit' under specific circumstances for 150%. Such abilities will never full Crit, if they currently qualify for a Mini-Crit.<br> Weapon-based abilities use the full Bonus Crit modifier, including the weapon's. Other abilities use the base chance, and can only be modified with [[Special:MyLanguage/Armor|Armor]], [[Special:MyLanguage/Clothing|Clothing]] and [[Special:MyLanguage/Accessory|Accessories]]. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Accuracy ==== Attack bonus as a percent of the melee or ranged damage dealt. Characters receive a hidden bonus for high [[Special:MyLanguage/Physique|Physique]] or [[Special:MyLanguage/Aim|Aim]] for melee or ranged attacks, respectively. Directly counters Evasion. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Sexiness ==== Bonus lust damage dealt with lust-based attacks, namely [[#Tease|Teasing]]. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[Special:MyLanguage/Sexiness|Sexiness]] affects some event interactions as well. Sexiness is capped at a minimum value of -10. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[Special:MyLanguage/Libido#Maximum_Libido|Maximum Libido]] is also increased by ([[Special:MyLanguage/Sexiness|Sexiness]] / 2). </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Defense === The armor rating value. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Reduces incoming damage by specified amount once damage type resistances are taken into account. Cannot reduce incoming damage to less than 1. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Evasion ==== Percent chance to successfully run from a battle encounter and dodge targeted attacks. Evasion on items converts to the evasion bonus score. Maximum Evasion value is 50% (or 60% for smugglers). If total evasion is less than 0%, HP damage taken is increased by 3% per point of overall negative evasion and base dodge chance is reduced. Reflexes bonus to effective Evasion is not shown in the Codex. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Shield Defense ==== Shield defense is similar to regular Defense, in that it's a static amount subtracted from incoming damage (after applying damage modifiers and resistances). Note that attacks can never do less than 1 damage. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Bonus Shields ==== Increases max [[Special:MyLanguage/Shield_Points|shield points]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Bonus HP ==== Bonus points added to the maximum amount of [[Special:MyLanguage/health|health]] possible. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Resistances ==== ---- Resistance from certain [[#Damage Types|damage types]]. It is a percentage of immunity from a damage value inflicted from a certain damage type. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Resistances reflect that of their respective damage type: '''Kinetic''', '''Electric''', '''Burning''', '''Freezing''', '''Corrosive''', '''Poison''', '''Psionic''', '''Drug''', '''Pheromone''', and '''Tease'''. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> In addition, some armors/equipment will have extra [[Special:MyLanguage/Codex:_Item_Mechanics#Armor_Flags|Armor Flags]] to modify the resistance properties: </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Ablative:''' Indicative of heavy armor like platemail. These types of armors can be easily defeated by crushing, blunt impacts, but are resistant to blades and bullets. * 25% resistant to Penetrating * 15% resistant to Bullet * 25% vulnerable to Crushing </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Amplifying:''' These armors increase the effects of psionic abilities on the wearer. They are typically favored by psionics and are rarely used by others. * 25% vulnerable to Psionic </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Crystal:''' Armors with crystalline features are useful for diffracting the damaging energies of lasers but shatter more easily against explosive attacks. * 40% resistant to Laser * 40% vulnerable to Explosive </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Mirrored:''' Highly reflective surfaces render laser-based attacks nearly useless against the wearer. For this reason, mirrored equipment is highly sought after (but difficult to maintain). * 90% resistant to Laser </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Nullifying:''' Though psionic creatures and peoples are highly uncommon, nullifying armors have been made for those who hunt or police them. Such equipment often comes at a price. * 25% resistant to Psionic </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Plated:''' Indicative of the kinds of heavy armor plates bolted to walkers, battle-bots, and tanks, armor plates are good against most forms of attack but vulnerable to penetrating attacks against armor slits. * 25% resistant to Crushing * 15% resistant to Bullet * 25% vulnerable to Penetrating </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Grounded:''' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Easy:''' ''(Easy Mode, +50% resistance up to a maximum of 100% resistance to any given type)'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Combat Menu == While in combat with a hostile, the player character will have several options to choose from in the combat menu: </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Attack === Attack a single opponent with the character's main [[Special:MyLanguage/Melee_weapon_|melee weapon]]. Damage will be based on [[#Physique|Physique]]. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[Special:MyLanguage/Cameron#Varmint_Wranglin'|If applicable]], this option will be replaced with '[[Special:MyLanguage/Key_item_#Lasso|Lasso]]' during varmint encounters. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Shoot === Attack a single opponent with the character's main [[Special:MyLanguage/Ranged_weapon_|ranged weapon]]. Damage will be based on [[#Aim|Aim]]. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === TeasIng === ---- Attack with the character's sexual allure using seduction skills. The base damage is determined by the character's [[#Sexiness|Sexiness]] and level. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Tease Skill ==== ---- Steele's Tease skill is equal to their current [[Special:MyLanguage/libido|libido]] to a maximum of 100%<br> Note: the [[Special:MyLanguage/perks#Ice_Cold|Ice Cold]] [[Special:MyLanguage/perks by source#Ice Cold|perk]] causes tease to be inversly proportional to [[Special:MyLanguage/libido|libido]] (100-[[Special:MyLanguage/libido|libido]]) as long as [[Special:MyLanguage/libido|libido]] is less than 50 </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Tease Attacks ==== ---- Standard teases * <b id="Tease_Ass">[[Special:MyLanguage/Butt|Ass]]</b> - Tease using the character's rear anatomy (buttcheeks, rectum, tauric behind, [[Special:MyLanguage/tail|tail]]s, etc.). * <b id="Tease_Chest">[[Special:MyLanguage/Chest|Chest]]</b> - Tease using the character's upper-body anatomy (chest, breasts, etc.). * <b id="Tease_Crotch">Crotch</b> - Tease using the character's pelvic anatomy ([[Special:MyLanguage/penis|penis]], scrotum, [[Special:MyLanguage/vagina|vagina]], etc.). * <b id="Tease_Hips">[[Special:MyLanguage/Hips|Hips]]</b> - Tease using the character's mid-body anatomy ([[Special:MyLanguage/hips|hips]], thighs, waist, abs, [[Special:MyLanguage/belly|belly]], etc.). </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Special teases * <b id="Tease_Squirt">Milk Squirt</b> - Tease using the character's special milk projectile ability ([[Special:MyLanguage/Sky_Sap#Vanae_Milk|vanae milk]] or notably milk-endowed through perks). * <b id="Myr Venom">Myr Venom</b> - Bite the enemy and inject them with your red myr venom (must have the [[Special:MyLanguage/Perks_by_source_#Myr_Venom|Myr Venom]] perk, gained via [[Special:MyLanguage/Red Pill|Red Pill]] or [[Special:MyLanguage/Orange Pill|Orange Pill]]). * <b id="Dick Slap">Dick Slap</b> - Slap your enemies in the face with your aphrodisiac laced cock. (Requires a 12" cock with the Aphrodisiac, Aphrodisiac Laced flag, or [[Special:MyLanguage/Nyrean_Rock_Candy#Nyrean_Cum|Aphrodisiac Cum]]) * <b id="Power Dick Slap">Power Dick Slap</b> - Has a chance to Stun. Requires [[Special:MyLanguage/Power Boner|Power Boner]] implant and high Lust. * <b id="Musk Waft">Musk Waft</b> - Gain +5 to maximum Pheromones but lose the benefit of the Airtight Flag. (Requires wearing <b>Airtight</b> [[Special:MyLanguage/Armor|Armor]] and a Pheromone score above 0. Wearing Airtight Armor otherwise negates the Pheromone bonus.) * <b id="Phoenix Kiss">Phoenix Kiss</b> - Kiss the target's balls, giving the Blue Balls status. Requires [[Special:MyLanguage/Phoenix Shine|Phoenix Shine]]. * <b id="Pollen Veil">Pollen Veil</b> - [[Special:MyLanguage/Cerespirin|Cerespirin]]. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Tease Damage ==== ---- </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ===== Basic Damage ===== ---- </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ===== Likes/Dislikes ===== ---- </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ===== Bonuses ===== ---- </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Tease types in the Tease Menu are as follows: </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Some tease types may be more effective than others depending on the sexual preference of the opponent, including any kinks and fetishes. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> The strength of each each tease attack is based on its respective tease skill level (a value range 0-100). The skill level will increase each time the skill has been used effectively (some enemies will ignore teasing attacks). Teases can also be affected by certain perks, items, or abilities, like [[Special:MyLanguage/Perks_by_source_#Pheromone_Cloud|Pheromone Cloud]] and [[Special:MyLanguage/Perks_by_source_#Sexy_Thinking|Sexy Thinking]]. The maximum possible tease damage capped at (25 + player level*2) points. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Sense === A detection option to get a hint on the opponent's sexual likes and dislikes. The Sense detection success rate is based off of the character's [[#Intelligence|Intelligence]]. If the character has the [[Special:MyLanguage/Perks_by_source_#Fuck_Sense|Fuck Sense]] perk, the success rate is based off of the character's [[#Libido|Libido]] value instead. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Inventory === Access the player character's inventory for items to use in combat. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Abilities === Special abilities, usually defensive. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Special === Access the menu of special attacks (active [[Special:MyLanguage/Special Ability|special abilities]] or acquired special weapons) available to the player character. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Fantasize === Express submission to carnal desires, increasing a certain amount of the player character's [[#Lust|Lust]] for a turn. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Run === Attempt to run away from the opponent, with success varying depending on the character's [[#Reflexes|Reflexes]]. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Other factors that influence a successful Run chance include: if the character is facing multiple opponents, the character's anatomy, whether or not the character or opponent is immobilized, and if either have the ability to fly. The [[Special:MyLanguage/Signet of Bravery|Signet of Bravery]] disables the ability to Run so long as it is equipped. </div> [[Category:Game mechanics]] [[Category:Pre-Java Script conversion]]
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