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Ground Combat Mechanics/zh-hans:修订间差异

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Display title translation: 地面战斗机制
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== 描述 ==
<languages />
构成[[Trials in Tainted Space|TiTS]]战斗系统的组件有很多。


核心战斗玩法主要是回合制的,涉及属性对比,以及随机生成的与加成、状态效果和其他因素相关的增益和减益。
<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>


== 战斗属性 ==
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决定战斗成败的因素主要取决于两个状态值:
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.
* <b id="HP">[[Health|生命值]]</b> - 生命值(或'''HP'''),衡量角色的活力。它表示角色在倒下之前能承受多少物理伤害,此处指被打昏。
</div>
* <b id="Lust">[[Lust|情欲]]</b> - 衡量角色的性唤起程度。它表示角色在屈服于身体的肉欲之前能承受多少性诱惑。


因生命值耗尽而落败通常会导致角色在战斗结束后一段时间才恢复意识,并损失一定数量的信用点。因情欲而落败通常会导致角色剧烈自慰或以某种方式试图释放性压力。无论以哪种方式获胜或落败,都可能开启与性相关的选项,具体取决于当时的情况以及角色或对手在这种情况下会如何反应。
<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>


面对非性欲的敌对对手时,角色因情欲落败通常意味着角色被性唤起分散了太多注意力,随后被对手打昏。当然,战胜非性遭遇战也不会有任何与性相关的选项。
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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>


另外两个数值将决定战斗的持久性和效率:
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* <b id="Shields">[[Shields|护盾]]</b> - 角色当前可用的已生成护盾量。护盾会保护角色的生命值,直到护盾被击穿、耗尽或以其他方式失效。
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.
* <b id="Energy">[[Energy|能量]]</b> - 角色可用的体力值。能量是特殊能力的货币,如果当前能量值不足以支付某项能力的能量消耗,该能力可能无法使用。
</div>


在战斗中,护盾和能量可以通过特殊能力或物品(如有)来补充。战斗之外,护盾会在一定时间后恢复(通常是战斗结束一分钟后),能量则可以通过等待、睡觉或饮用[[Vending_Machine|能量药水]]来恢复。
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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>


== 核心属性 ==
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其他状态值也可以帮助或阻碍角色的战斗表现:
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>


* <b id="Physique">[[Physique|体格]]</b> - 角色的力量(也类似于身体耐力)。决定角色物理近战攻击的威力。
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* <b id="Reflexes">[[Reflexes|反射]]</b> - 角色的敏捷度(也类似于驾驶天赋)。决定角色的速度以及躲避对手攻击的几率。
== Core Stats ==
* <b id="Aim">[[Aim|瞄准]]</b> - 角色的攻击力(类似使用武器时的命中与精准)。决定角色物理远程攻击的威力。
Other status values can also aid or hinder a character's combat performance:
* <b id="Intelligence">[[Intelligence|智力]]</b> - 角色的知识容量(类似机械/技术天赋)。根据角色在战斗中所采取或应对的行动,这有助于决定此类行动产生正面与负面结果的几率。
</div>
* <b id="Willpower">[[Willpower|意志力]]</b> - 角色的精神与肉体抵抗力(也类似于精神耐力)。决定角色对来自对手的物理、精神或性攻势有多脆弱。
* <b id="Libido">[[Libido|性欲]]</b> - 角色的性驱动力。决定角色随时间或在性接触中情欲上升的速度,以及挑逗攻击能造成多少伤害。
* <b id="Taint">[[Taint|污染]]</b> - 隐藏状态。代表角色的基因污染。决定最低性欲。


每项属性的最大值天然上限为[[#Level|当前等级]]的 5 倍。性欲和污染除外,它们初始上限为 100,且无法通过升级提高。
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* <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>


默认情况下,[[Captain Steele|斯蒂尔船长]]的每项可见核心属性以 3 点起步,污染为纯净状态。在创建角色时,某些选项会增加或减少特定属性。
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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>


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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>
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----
----
=== 亲和 ===
=== Affinity ===
选定对某一核心属性的亲和会影响斯蒂尔对该属性的自然属性成长,即[[#Slow_Stat_Gain|缓慢属性增长]]。该亲和会在创建角色时选定,并将该属性的有效成长幅度提高到基础值的 150%。不过,亲和不会影响常规/固定属性增长。
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>


=== 缓慢属性增长 ===
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某些物品或事件可以永久或暂时改变核心属性。有时属性变化是增减固定值,但有些属性增长会被视为"缓慢属性增长"。除升级外获取属性的方法列表,参见[[Stat gain by source|按来源获取属性]]
=== 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>


缓慢属性增长与常规固定值增长略有不同。这种增长方式(且仅限于增长,不适用于损失)会随着角色当前属性越高而数值越低。如果潜在属性低于其上限的 30%,则每"点缓慢属性增长"将获得'''1'''"属性点"。角色修正后的属性越接近 100,属性增长值就越低,每点最低可获得 0 点。
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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>


如果角色对某属性有[[#Affinity|亲和]],该属性会在进行缓慢属性增长计算前,先增加其基础增长的 50%
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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>


增长上限如下:
The gain limits are as follows:
{|class="wikitable unsortable bordered" border="1" cellpadding="3" style="text-align:center"
{|class="wikitable unsortable bordered" border="1" cellpadding="3" style="text-align:center"
|+ 缓慢属性增长(增加或减少)每 1
|+ Slow Stat Gain (Increasing or Decreasing) per 1 point each
!width="190px"| 变更后的属性值
!width="190px"| Changed Stat Value
!width="150px"| 增加 (+)
!width="150px"| Increasing (+)
!width="150px"| 减少 (-)
!width="150px"| Decreasing (-)
|-
|-
| 低于 30
| less than 30
|1
|1
|0.1
|0.1
|-
|-
| 低于 40
| less than 40
|0.9
|0.9
|0.15
|0.15
|-
|-
| 低于 50
| less than 50
|0.8
|0.8
|0.20
|0.20
|-
|-
| 低于 60
| less than 60
|0.7
|0.7
|0.25
|0.25
|-
|-
| 低于 65
| less than 65
|0.6
|0.6
|0.3
|0.3
|-
|-
| 低于 70
| less than 70
|0.5
|0.5
|0.4
|0.4
|-
|-
| 低于 75
| less than 75
|0.4
|0.4
|0.5
|0.5
|-
|-
| 低于 80
| less than 80
|0.3
|0.3
|0.6
|0.6
|-
|-
| 低于 85
| less than 85
|0.25
|0.25
|0.7
|0.7
|-
|-
| 低于 90
| less than 90
|0.20
|0.20
|0.8
|0.8
|-
|-
| 低于 95
| less than 95
|0.15
|0.15
|0.9
|0.9
|-
|-
| 95 或以上
| at 95 or higher
|0.1
|0.1
|1
|1
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|}
|}


=== 升级 ===
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=== Advancement ===
----
----
提升角色属性的一个主要途径就是升级。
A major factor in improving a character's stats is by way of leveling.
</div>


* <b id="Level">等级</b> - 角色当前的等级,反映角色所拥有的经验值数量。
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* <b id="XP">经验值</b> - 经验值(或'''XP'''),角色拥有的经验数值,通常用于衡量角色距离下一次升级还有多远。经验值通常在战斗胜利中获得,但某些事件和性接触也可能增加经验值。
* <b id="Level">Level</b> - The current level the character is at, illustrating the amount of experience the character has.
* <b id="Credits">[[Credits|信用点]]</b> - 角色手头拥有的货币数量。
* <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>


== 状态效果 ==
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有许多[[Status Effects|状态效果]]也可以帮助或阻碍战斗表现。状态效果可以在遭遇战前、期间或之后获得。战斗中获取/施加的状态效果可以是瞬时的,持续有限或随机数量的回合,或持续到战斗结束。也可以获得持续更久的状态效果,效果在战斗结束后依然存在。
== 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>


状态效果如下:
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* <b id="Effect_Blindness">致盲</b> - 远程命中 -50,近战命中 -33。致盲状态下挑逗默认造成 50% 挑逗伤害,暴露癖可减少该惩罚。无法暴击或获得[[Smuggler|瞄准射击/偷袭]]的加成伤害。
The status effects are as follows:
* <b id="Burning">燃烧</b> - 每回合受到伤害,直至效果消退。防御减少 5。伤害由武器的基础燃烧伤害决定。可叠加至目标最大生命值的 10%/回合。
* <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="Effect_Deep Freeze">深度冻结</b> - 闪避 -5%。下一次带有粉碎标记的攻击造成 2 倍伤害并移除该状态。这与暴击是分开计算的。
* <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_Disarm">缴械</b> - 在状态结束前无法使用武器或许多特殊攻击,除非你从物品栏中装备一把武器。
* <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_Flying">飞行</b> - 无法被基础近战攻击命中。可以近战攻击其他飞行目标。免疫大多数绊倒攻击。
* <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_Grapple">被擒抱</b> - 只能<b>挣扎</b><b>什么都不做</b>。默认情况下可用体格挣脱。从 3 级开始,走私者将使用反射(如果更高),科技专家可以使用<b>静电爆发</b>能力挣脱大多数擒抱。动能师可以使用智力进行普通挣脱,或配合<b>心灵戏法</b>使用意志力。对被擒抱目标的攻击必定命中。
* <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_Levitate">漂浮</b> - 无法被基础近战攻击命中,闪避 +10。可以近战攻击飞行目标。免疫大多数绊倒攻击。
* <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_Paralyze">麻痹</b> - 在恢复之前你无法行动,并承受 25% 额外挑逗伤害。对麻痹目标的攻击必定命中。
* <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_Stagger">踉跄</b> - 你的有效体格、瞄准、反射和智力减少上限的 20%
* <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_Stun">眩晕</b> - 你被眩晕,在恢复前无法行动。承受 25% 挑逗伤害。对眩晕目标的攻击必定命中。
* <b id="Effect_Stagger">Staggered</b> - Reduces your effective physique, aim, reflexes and intelligence by 20% of maximum.
* <b id="Effect_Trip">被绊倒</b> - 你的有效近战闪避减少 50,远程闪避增加 10,受到的挑逗伤害和造成的挑逗伤害增加 25%。你还必须花费一个行动来站起来,除非你拥有[[Perks_by_source#Leap_Up|跃起]]或使用[[Kineticist|漂浮]]
* <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.
== 战斗细节 ==
* <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]].
某些物品和装备上的战斗数值会影响战斗中每一回合的结果。
</div>


=== 伤害 ===
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这是原始物理伤害的数值。伤害可以分为多种类型。该数值在与防御和生命值数值比较时尤为重要。
== Combat Details ==
Combat points on certain items and equipment will factor into the results of each turn during battles.
</div>


==== 伤害类型 ====
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=== 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.
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==== Damage Types ====
----
----
TiTS 中有不同的伤害类型,以不同的方式影响敌人。它们可以通过近战或远程武器造成。某些特殊能力和物品也可以造成特定的伤害类型。
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.
伤害类型如下:
The damage types are as follows:
; 物理伤害
; Physical Damage
* 动能
* Kinetic
* 电击
* Electric
* 燃烧
* Burning
* 冰冻
* Freezing
* 腐蚀性
* Corrosive
* 毒素
* Poison
* 真实/不可抵抗
* True/Unresistable
; 情欲伤害
; Lust Damage
* 灵能
* Psionic
* 药物
* Drug
* 信息素
* Pheromone
* 挑逗
* Tease
* 真实/不可抵抗
* True/Unresistable
</div>


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----
----
此外,某些伤害类型会有额外的[[Codex:_Item_Mechanics#Weapon_Flags|武器标记]]来修改伤害属性:
In addition, some damage types will have extra [[Special:MyLanguage/Codex:_Item_Mechanics#Weapon_Flags|Weapon Flags]] to modify the damage properties:
</div>


* '''子弹:'''这表示武器使用子弹向目标传达伤害。许多装甲对子弹提供至少一定程度的抗性,但从来不足以让这种动能战斗风格过时。
<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>


* '''粉碎:'''粉碎标记几乎总是出现在钝器近战武器上,不过罕见的投射武器也并非闻所未闻。
<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>


* '''能量武器:'''这表示武器通过能量来传递其杀伤力,这是激光、电击或等离子武器的标志。
<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>


* '''爆炸:'''正如其名,爆炸武器以震荡之力引爆。
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* '''Explosive:''' As indicated by their name, explosive weapons detonate with concussive force.
</div>


* '''激光:'''激光武器以凝聚能量束的形式发射其杀伤力。某些物品对激光提供强大的防御,但没有人能否认这种近乎瞬时的灼烧死亡传递的有效性。
<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>


* '''穿透:'''具有穿透性质的武器通常是近战武器——任何你可以用来刺穿某人或某物的东西。
<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>


* '''灵能:'''此类攻击造成的伤害可能会被攻击者的灵能造诣和其他灵能装备放大。
<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>


* '''护盾绕过:'''具有此属性的武器所造成的伤害能够绕过护盾。
<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>


* '''针对护盾:'''具有此属性的武器所造成的伤害只影响护盾。
<div lang="en" dir="ltr" class="mw-content-ltr">
* '''Target Shields:''' The damage dealt by weapons with this property only affects shields.
</div>


* '''燃烧持续伤害几率:'''当对手受到生命值伤害时,具有此特性的武器有机会施加持续燃烧伤害。
<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>


* '''吸取:'''具有此属性的武器所造成的伤害会窃取对手一半的护盾。
<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>


* '''强力吸取:'''具有此属性的武器所造成的伤害会窃取对手 90% 的护盾。
<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>


* '''吸血:'''具有此属性的武器所造成的伤害会窃取对手一半的生命值。
<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>


* '''强力吸血:'''具有此属性的武器所造成的伤害会窃取对手 90% 的生命值。
<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>


在将伤害数值与防御的[[#Resistances|抗性类型]]比较时,伤害类型尤为重要。
<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]].
----
----
==== 暴击伤害 ====
==== Critical Damage ====
对角色攻击施加加成伤害的百分比几率。基础暴击率为 5%,上限为 50%<br>
Percent chance to apply bonus damage to a character's attack. Base Critical Chance is 5% and is capped at 50%.<br>
物理伤害的暴击造成 200%。情欲伤害的暴击造成 150%<br>
Critical hits for Physical damage do 200%. Critical hits for Lust damage do 150%.<br>
除了普通暴击之外,某些能力在特定情况下可以进行 150% 的'小暴击'。如果某项能力当前符合小暴击的条件,它将永远不会完全暴击。<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>
基于武器的能力使用完整的暴击加成修正,包括武器自身的。其他能力使用基础几率,只能通过[[Armor|装甲]][[Clothing|服装]][[Accessory|饰品]]来修正。
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>


==== 命中率 ====
<div lang="en" dir="ltr" class="mw-content-ltr">
攻击加成,为所造成近战或远程伤害的百分比。角色的高[[Physique|体格]][[Aim|瞄准]]会分别为近战或远程攻击提供隐藏加成。直接对抗闪避。
==== 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>


==== 性感值 ====
<div lang="en" dir="ltr" class="mw-content-ltr">
使用基于情欲的攻击(即[[#Tease|挑逗]])时造成的额外情欲伤害。
==== Sexiness ====
Bonus lust damage dealt with lust-based attacks, namely [[#Tease|Teasing]].
</div>


[[Sexiness|性感值]]也会影响某些事件互动。性感值的最低上限为 -10。
<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>


[[Libido#Maximum_Libido|最大性欲]]也会增加([[Sexiness|性感值]] / 2)。
<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>


=== 防御 ===
<div lang="en" dir="ltr" class="mw-content-ltr">
装甲评级数值。
=== Defense ===
The armor rating value.
</div>


在考虑伤害类型抗性之后,按指定数值减少受到的伤害。不能将受到的伤害减少到 1 以下。
<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>


==== 闪避 ====
<div lang="en" dir="ltr" class="mw-content-ltr">
成功逃离战斗遭遇并躲闪指向性攻击的百分比几率。物品上的闪避会转化为闪避加成数值。最大闪避值为 50%(走私者为 60%)。如果总闪避低于 0%,每点整体负闪避会使受到的生命值伤害增加 3%,并且基础躲闪几率会降低。反射对有效闪避的加成不会显示在图鉴中。
==== 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>


==== 护盾防御 ====
<div lang="en" dir="ltr" class="mw-content-ltr">
护盾防御与普通防御类似,都是从受到的伤害中扣除一个固定数值(在应用伤害修正和抗性之后)。注意,攻击造成的伤害永远不会低于 1。
==== 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>


==== 护盾加成 ====
<div lang="en" dir="ltr" class="mw-content-ltr">
增加最大[[Shield_Points|护盾值]]
==== Bonus Shields ====
Increases max [[Special:MyLanguage/Shield_Points|shield points]]
</div>


==== 生命值加成 ====
<div lang="en" dir="ltr" class="mw-content-ltr">
添加到最大[[health|生命值]]的加成点数。
==== Bonus HP ====
Bonus points added to the maximum amount of [[Special:MyLanguage/health|health]] possible.
</div>


==== 抗性 ====
<div lang="en" dir="ltr" class="mw-content-ltr">
==== Resistances ====
----
----
对某些[[#Damage Types|伤害类型]]的抗性。它是免疫某种伤害类型所造成伤害数值的百分比。
Resistance from certain [[#Damage Types|damage types]]. It is a percentage of immunity from a damage value inflicted from a certain damage type.
</div>


抗性对应各自的伤害类型:'''动能''''''电击''''''燃烧''''''冰冻''''''腐蚀性''''''毒素''''''灵能''''''药物''''''信息素''''''挑逗'''
<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>


此外,某些装甲/装备会有额外的[[Codex:_Item_Mechanics#Armor_Flags|装甲标记]]来修改抗性属性:
<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>


'''烧蚀:'''代表板甲之类的重型装甲。这类装甲容易被粉碎、钝击所破,但对刀刃和子弹有抗性。
<div lang="en" dir="ltr" class="mw-content-ltr">
* 对穿透抗性 25%
'''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.
* 对子弹抗性 15%
* 25% resistant to Penetrating
* 对粉碎弱点 25%
* 15% resistant to Bullet
* 25% vulnerable to Crushing
</div>


'''增幅:'''这些装甲会增强灵能能力对穿着者的效果。它们通常受灵能者青睐,很少有人使用。
<div lang="en" dir="ltr" class="mw-content-ltr">
* 对灵能弱点 25%
'''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>


'''水晶:'''具有水晶特征的装甲能够衍射激光的破坏性能量,但在面对爆炸攻击时更容易碎裂。
<div lang="en" dir="ltr" class="mw-content-ltr">
* 对激光抗性 40%
'''Crystal:''' Armors with crystalline features are useful for diffracting the damaging energies of lasers but shatter more easily against explosive attacks.
* 对爆炸弱点 40%
* 40% resistant to Laser
* 40% vulnerable to Explosive
</div>


'''镜面:'''高度反射的表面使激光类攻击对穿着者几乎无效。因此,镜面装备备受追捧(但难以维护)。
<div lang="en" dir="ltr" class="mw-content-ltr">
* 对激光抗性 90%
'''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>


'''无效化:'''尽管灵能生物和种族非常罕见,仍有人为狩猎或管制它们的角色制造无效化装甲。这类装备往往代价不菲。
<div lang="en" dir="ltr" class="mw-content-ltr">
* 对灵能抗性 25%
'''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>


'''覆板:'''指那种用螺栓固定在步行机、战斗机器人和坦克上的重型装甲板。装甲板对大多数形式的攻击都有效,但对准装甲缝隙的穿透攻击则较为脆弱。
<div lang="en" dir="ltr" class="mw-content-ltr">
* 对粉碎抗性 25%
'''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.
* 对子弹抗性 15%
* 25% resistant to Crushing
* 对穿透弱点 25%
* 15% resistant to Bullet
* 25% vulnerable to Penetrating
</div>


'''接地:'''
<div lang="en" dir="ltr" class="mw-content-ltr">
'''Grounded:'''
</div>


'''简单:'''''(简单模式,对任何给定类型最多 +50% 抗性,上限 100%''
<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>


== 战斗菜单 ==
<div lang="en" dir="ltr" class="mw-content-ltr">
与敌对生物交战时,玩家角色在战斗菜单中会有多个选项可供选择:
=== Attack ===
Attack a single opponent with the character's main [[Special:MyLanguage/Melee_weapon_|melee weapon]]. Damage will be based on [[#Physique|Physique]].
</div>


=== 攻击 ===
<div lang="en" dir="ltr" class="mw-content-ltr">
使用角色的主[[Melee_weapon_|近战武器]]攻击单个对手。伤害基于[[#Physique|体格]]
[[Special:MyLanguage/Cameron#Varmint_Wranglin'|If applicable]], this option will be replaced with '[[Special:MyLanguage/Key_item_#Lasso|Lasso]]' during varmint encounters.
</div>


在遇到害兽时,此选项将被'[[Key_item_#Lasso|套索]]'取代(如适用,参见[[Cameron#Varmint_Wranglin'|卡梅伦]])。
<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>


=== 射击 ===
<div lang="en" dir="ltr" class="mw-content-ltr">
使用角色的主[[Ranged_weapon_|远程武器]]攻击单个对手。伤害基于[[#Aim|瞄准]]。
=== TeasIng ===
 
=== 挑逗 ===
----
----
使用诱惑技巧,以角色的性魅力发起攻击。基础伤害由角色的[[#Sexiness|性感值]]和等级决定。
Attack with the character's sexual allure using seduction skills. The base damage is determined by the character's [[#Sexiness|Sexiness]] and level.
</div>


==== 挑逗技巧 ====
<div lang="en" dir="ltr" class="mw-content-ltr">
==== Tease Skill ====
----
----
斯蒂尔的挑逗技巧等于其当前的[[libido|性欲]],最高为 100%<br>
Steele's Tease skill is equal to their current [[Special:MyLanguage/libido|libido]] to a maximum of 100%<br>
注意:只要[[libido|性欲]]低于 50,[[perks#Ice_Cold|冷酷]][[perks by source#Ice Cold|特长]]就会使挑逗与[[libido|性欲]]成反比(100-[[libido|性欲]])。
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>


==== 挑逗攻击 ====
<div lang="en" dir="ltr" class="mw-content-ltr">
==== Tease Attacks ====
----
----
标准挑逗
Standard teases
* <b id="Tease_Ass">[[Butt|臀部]]</b> - 使用角色后部身体(臀瓣、直肠、人马般的后躯、[[tail|尾巴]]等)挑逗。
* <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">[[Chest|胸部]]</b> - 使用角色上半身(胸部、乳房等)挑逗。
* <b id="Tease_Chest">[[Special:MyLanguage/Chest|Chest]]</b> - Tease using the character's upper-body anatomy (chest, breasts, etc.).
* <b id="Tease_Crotch">裆部</b> - 使用角色骨盆部位([[penis|阴茎]]、阴囊、[[vagina|阴道]]等)挑逗。
* <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">[[Hips|胯部]]</b> - 使用角色身体中部([[hips|胯部]]、大腿、腰、腹肌、[[belly|腹部]]等)挑逗。
* <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>


特殊挑逗
<div lang="en" dir="ltr" class="mw-content-ltr">
* <b id="Tease_Squirt">喷乳</b> - 使用角色的特殊喷乳能力挑逗([[Sky_Sap#Vanae_Milk|瓦纳奶]]或通过特长显著获得乳汁天赋)。
Special teases
* <b id="Myr Venom">米尔毒液</b> - 咬住敌人并向其注入你的红色米尔毒液(必须拥有[[Perks_by_source_#Myr_Venom|米尔毒液]]特长,可通过[[Red Pill|红药丸]][[Orange Pill|橙药丸]]获得)。
* <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="Dick Slap">鸡巴拍击</b> - 用你掺有催情剂的鸡巴扇敌人耳光。(需要 12 英寸且带有催情剂或催情涂层标记的鸡巴,或[[Nyrean_Rock_Candy#Nyrean_Cum|催情精液]]
* <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="Power Dick Slap">强力鸡巴拍击</b> - 有一定几率眩晕。需要[[Power Boner|强力勃起]]植入物和高情欲。
* <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="Musk Waft">麝香飘散</b> - 最大信息素 +5,但失去气密标记的增益。(需要穿着<b>气密</b>[[Armor|装甲]]且信息素数值高于 0。否则穿着气密装甲会抵消信息素加成。)
* <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="Phoenix Kiss">凤凰之吻</b> - 亲吻目标的睾丸,赋予"蛋疼"状态。需要[[Phoenix Shine|凤凰辉光]]
* <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="Pollen Veil">花粉纱幕</b> - [[Cerespirin|塞雷斯匹林]]
* <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">
==== 挑逗伤害 ====
==== Tease Damage ====
----
----
</div>


===== 基础伤害 =====
<div lang="en" dir="ltr" class="mw-content-ltr">
===== Basic Damage =====
----
----
</div>


 
<div lang="en" dir="ltr" class="mw-content-ltr">
===== 喜好/厌恶 =====
===== Likes/Dislikes =====
----
----
</div>


===== 加成 =====
<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>


挑逗菜单中的挑逗类型如下:
<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>


根据对手的性偏好(包括各种怪癖和恋物癖),某些挑逗类型可能比其他类型更有效。
<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>


每次挑逗攻击的强度基于其对应的挑逗技巧等级(数值范围 0-100)。技巧每次被有效使用后等级都会提升(某些敌人会无视挑逗攻击)。挑逗还可能受到某些特长、物品或能力的影响,比如[[Perks_by_source_#Pheromone_Cloud|信息素云]][[Perks_by_source_#Sexy_Thinking|性感思维]]。挑逗伤害上限为(25 + 玩家等级*2)点。
<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>


=== 感知 ===
<div lang="en" dir="ltr" class="mw-content-ltr">
一种侦测选项,用于获得关于对手性喜好与厌恶的提示。感知侦测成功率基于角色的[[#Intelligence|智力]]。如果角色拥有[[Perks_by_source_#Fuck_Sense|性爱感知]]特长,成功率将改为基于角色的[[#Libido|性欲]]值。
=== Inventory ===
Access the player character's inventory for items to use in combat.
</div>


=== 物品栏 ===
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访问玩家角色的物品栏,以使用战斗物品。
=== Abilities ===
Special abilities, usually defensive.
</div>


=== 能力 ===
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特殊能力,通常是防御性的。
=== Special ===
Access the menu of special attacks (active [[Special:MyLanguage/Special Ability|special abilities]] or acquired special weapons) available to the player character.
</div>


=== 特殊 ===
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访问玩家角色可用的特殊攻击菜单(主动[[Special Ability|特殊能力]]或获得的特殊武器)。
=== Fantasize ===
Express submission to carnal desires, increasing a certain amount of the player character's [[#Lust|Lust]] for a turn.
</div>


=== 幻想 ===
<div lang="en" dir="ltr" class="mw-content-ltr">
表达对肉欲的屈服,在一个回合内增加玩家角色一定量的[[#Lust|情欲]]
=== Run ===
Attempt to run away from the opponent, with success varying depending on the character's [[#Reflexes|Reflexes]].
</div>


=== 逃跑 ===
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尝试逃离对手,成功率取决于角色的[[#Reflexes|反射]]
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>


影响逃跑成功率的其他因素包括:角色是否面对多个对手、角色的身体结构、角色或对手是否无法行动,以及任何一方是否拥有飞行能力。[[Signet of Bravery|勇气徽记]]只要装备就会禁用逃跑能力。




[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:Pre-Java Script conversion]]
[[Category:Pre-Java Script conversion]]

2026年8月6日 (四) 17:33的最新版本

Description

There are several components that make up the TiTS combat system.

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.

Combat Stats

The factors that determine loss or victory in combat relies on two main status values:

  • Health - 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.
  • Lust - 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.

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.

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.

Two other values will determine the longevity and efficiency of the battle:

  • Shields - 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.
  • Energy - 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.

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 power potions.

Core Stats

Other status values can also aid or hinder a character's combat performance:

  • Physique - The strength of the character (also analogous to physical endurance). Determines the magnitude of the character's physical melee attacks.
  • Reflexes - 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.
  • Aim - The attack power of the character (analogous to accuracy and precision while using weaponry). Determines the magnitude of the character's physical ranged attacks.
  • Intelligence - 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.
  • Willpower - 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.
  • Libido - 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.
  • Taint - Hidden status. Represents the genetic corruption of the character. Determines minimum Libido.

Each stat's maximum value is naturally capped 5 times the current level. With exception to Libido and Taint, which at start has cap at 100 and value can't be raised by level up.

By default, 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.


Affinity

A chosen affinity towards a particular core stat can affect Steele's natural stat gains for that stat namely the 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.

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 Stat gain by source.

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.

If the character has an 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.

The gain limits are as follows:

Slow Stat Gain (Increasing or Decreasing) per 1 point each
Changed Stat Value Increasing (+) 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

Advancement


A major factor in improving a character's stats is by way of leveling.

  • Level - The current level the character is at, illustrating the amount of experience the character has.
  • Experience - 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.
  • Credits - The amount of currency a character has on hand.

Status Effects

There are a number of 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.

The status effects are as follows:

  • Blindness - -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 Aimed Shot/Sneak Attack.
  • Burning - 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.
  • Deep Freeze - -5% Evasion. The next attack with the Crushing flag does 2x damage and removes the stats. This is separate from a Critical Hit.
  • Disarmed - Cannot attack with weapons or many special attacks until it times out, or you equip a weapon from your inventory.
  • Flying - Cannot be hit by basic melee attacks. Can hit other Flying targets with melee attacks. Immune to most Trip attacks.
  • Grappled - Can only Struggle or Do Nothing. By default, escaped with physique. Beginning at level 3, Smugglers will use Reflexes if higher and Tech Specialists can use the Static Burst ability to escape most grapples. Kineticists can use Intelligence for the normal escape or Willpower with Mind Trick. Attacks vs a Grappled target always hit.
  • Levitating - Cannot be hit by basic melee attacks, +10 Evasion. Can hit Flying targets with melee attacks. Immunity to most Trip attacks.
  • Paralyzed - You cannot take actions and take 25% more tease damage until you recover. Attacks vs a Paralyzed target always hit.
  • Staggered - Reduces your effective physique, aim, reflexes and intelligence by 20% of maximum.
  • Stunned - You are stunned and cannot move until you recover. Take 25% tease damage. Attacks vs a Stunned target always hit.
  • Tripped - 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 Leap Up or use Levitate.

Combat Details

Combat points on certain items and equipment will factor into the results of each turn during battles.

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.

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

In addition, some damage types will have extra Weapon Flags to modify the damage properties:

  • 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.
  • Crushing: The crushing flag is almost always found on blunt melee weapons, though rare projectile weapons are not unheard of.
  • Energy Weapon: This indicates that a weapon delivers its payload via energy, a hallmark of laser-based, electrical, or plasma weaponry.
  • Explosive: As indicated by their name, explosive weapons detonate with concussive force.
  • 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.
  • Penetrating: Weapons with the penetrating quality are often melee weapons - anything you can use to stab someone or something with.
  • Psionic: The damage caused by such attacks may be amplified by the attacker’s psionic prowess and other psionic gear.
  • Shield Bypass: The damage dealt by weapons with this property have the ability to bypass shields.
  • Target Shields: The damage dealt by weapons with this property only affects shields.
  • Burn Dot Chance: When the opponent takes health damage, weapons with this trait have a chance to apply burn damage over time.
  • Draining: The damage dealt by weapons with this property steals half of the opponent’s shield.
  • Greater Draining: The damage dealt by weapons with this property steals 90% of the opponent’s shield.
  • Vampiric:: The damage dealt by weapons with this property steals half of the opponent’s health.
  • Greater Vampiric: The damage dealt by weapons with this property steals 90% of the opponent’s health.

Damage types are particularly important when comparing the damage value to a defense's 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%.
Critical hits for Physical damage do 200%. Critical hits for Lust damage do 150%.
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.
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 Armor, Clothing and Accessories.

Accuracy

Attack bonus as a percent of the melee or ranged damage dealt. Characters receive a hidden bonus for high Physique or Aim for melee or ranged attacks, respectively. Directly counters Evasion.

Sexiness

Bonus lust damage dealt with lust-based attacks, namely Teasing.

Sexiness affects some event interactions as well. Sexiness is capped at a minimum value of -10.

Maximum Libido is also increased by (Sexiness / 2).

Defense

The armor rating value.

Reduces incoming damage by specified amount once damage type resistances are taken into account. Cannot reduce incoming damage to less than 1.

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.

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.

Bonus Shields

Increases max shield points

Bonus HP

Bonus points added to the maximum amount of health possible.

Resistances


Resistance from certain damage types. It is a percentage of immunity from a damage value inflicted from a certain damage type.

Resistances reflect that of their respective damage type: Kinetic, Electric, Burning, Freezing, Corrosive, Poison, Psionic, Drug, Pheromone, and Tease.

In addition, some armors/equipment will have extra Armor Flags to modify the resistance properties:

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

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

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

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

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

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

Grounded:

Easy: (Easy Mode, +50% resistance up to a maximum of 100% resistance to any given type)

Combat Menu

While in combat with a hostile, the player character will have several options to choose from in the combat menu:

Attack

Attack a single opponent with the character's main melee weapon. Damage will be based on Physique.

If applicable, this option will be replaced with 'Lasso' during varmint encounters.

Shoot

Attack a single opponent with the character's main ranged weapon. Damage will be based on Aim.

TeasIng


Attack with the character's sexual allure using seduction skills. The base damage is determined by the character's Sexiness and level.

Tease Skill


Steele's Tease skill is equal to their current libido to a maximum of 100%
Note: the Ice Cold perk causes tease to be inversly proportional to libido (100-libido) as long as libido is less than 50

Tease Attacks


Standard teases

  • Ass - Tease using the character's rear anatomy (buttcheeks, rectum, tauric behind, tails, etc.).
  • Chest - Tease using the character's upper-body anatomy (chest, breasts, etc.).
  • Crotch - Tease using the character's pelvic anatomy (penis, scrotum, vagina, etc.).
  • Hips - Tease using the character's mid-body anatomy (hips, thighs, waist, abs, belly, etc.).

Special teases

  • Milk Squirt - Tease using the character's special milk projectile ability (vanae milk or notably milk-endowed through perks).
  • Myr Venom - Bite the enemy and inject them with your red myr venom (must have the Myr Venom perk, gained via Red Pill or Orange Pill).
  • Dick Slap - Slap your enemies in the face with your aphrodisiac laced cock. (Requires a 12" cock with the Aphrodisiac, Aphrodisiac Laced flag, or Aphrodisiac Cum)
  • Power Dick Slap - Has a chance to Stun. Requires Power Boner implant and high Lust.
  • Musk Waft - Gain +5 to maximum Pheromones but lose the benefit of the Airtight Flag. (Requires wearing Airtight Armor and a Pheromone score above 0. Wearing Airtight Armor otherwise negates the Pheromone bonus.)
  • Phoenix Kiss - Kiss the target's balls, giving the Blue Balls status. Requires Phoenix Shine.
  • Pollen Veil - Cerespirin.

Tease Damage


Basic Damage

Likes/Dislikes

Bonuses

Tease types in the Tease Menu are as follows:

Some tease types may be more effective than others depending on the sexual preference of the opponent, including any kinks and fetishes.

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 Pheromone Cloud and Sexy Thinking. The maximum possible tease damage capped at (25 + player level*2) points.

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. If the character has the Fuck Sense perk, the success rate is based off of the character's Libido value instead.

Inventory

Access the player character's inventory for items to use in combat.

Abilities

Special abilities, usually defensive.

Special

Access the menu of special attacks (active special abilities or acquired special weapons) available to the player character.

Fantasize

Express submission to carnal desires, increasing a certain amount of the player character's Lust for a turn.

Run

Attempt to run away from the opponent, with success varying depending on the character's Reflexes.

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 Signet of Bravery disables the ability to Run so long as it is equipped.