Action Field

The **Action** is a Natural Field that generates in most maps and generated through some items.

## Field Stats

### Effect

Prompts the player with a random Action Field event.

### Damage

25, 15 (Dumpster)Infinite (Cursed Statue)

## Generated Through

### Maps

Quick
Normal
Long
Marathon
and more...

### Others

Robo Exer?

It was added in the version Closed Beta Update 0.

## Effect

Once a player lands on the field, they will get prompted with one out of six Action Field Events. These events can hurt or help the player or hurt other players.

## Action Field Events

These are the events that can show up when a Player lands on an Action Field.

These have a chance of hurting you, or helping you

### The Mine Shaft

"***Player*** *you've come across a mine shaft enterance and a pickaxe on an Action Field. Please type either `enter` to enter the mine or `ignore` to leave it alone.*"

**Choices**

* `**Enter**` -> Proceeds to the next choice.
* `**Ignore**` -> Skips the event.

If the player chooses Mine, they will be prompted to enter `**1-3**`. That representing the amount of rounds the player wants to spend in the mineshaft.

If the player chooses to Ignore, it will skip the event and go on to the next player's turn, unless the player has an extra turn.

**Mining**

While the player is mining, they will randomly find materials on their turn. Sometimes they can even find multiple materials per turn. However, the player also has a chance to die while mining. If they die, they will not be able to mine until they come by the Mine Shaft again.   **Possible Loot**
* x1-2 Scrap (Metal Device)
* x1-2 Tattered Rag (Empty Bag)
* x1 Advanced Plating (Derailed Minecart)
* x1 Healing Herb (Plant)
* x1 Overcharged Battery (Metal Device)

**Flavour text**

* The player entering the Mine Shaft: "***Player*** *has entered a mine shaft and will now spend the next **x** turn(s) mining.*"
* The player finding an Empty Bag from the Mine Shaft: "***Player** found a random, empty bag on the ground in the mine shaft, which they took apart.*"
* The player finding a Metal Device from the Mine Shaft: "***Player** found some sort of metal device in the mine shaft, which they took apart.*"
* The player finding a Derailed Minecart from the Mine Shaft: "***Player** mined a bit of steel in the mine shaft.*"

* The player dying in the Mine Shaft: "*I don't know why **Player** thought it was a good idea to walk into a random mine they found, but... okay. Surely they realized it could be unsafe..*?"

### Crossroads

"***Player**, you've come across some crossroads at an Action Field. The `left` path shows a sign saying "SHORTCUT", the `right` side says "TREASURE", and the `center` path is the path you've been following the whole game. Please type the path which you would like to follow.*"

**Choices**

* `**left**` -> Proceed to the shortcut outcome.
* `**right**` -> Proceed to the treasure outcome.
* `**Center**` -> Skips the event.

    If the player chooses Left, they will have a 50/50 chance to go either forwards or backwards. They will go either forwards or backwards to the nearest Action Field in that direction, with a limit of ? fields. If there's not an Action Field within those ? fields, the player will just move ? fields in that direction instead.
If the player chooses Right, they will have a chance to gain one, two or three items. However there is a chance of not getting any at all. After they are done, they will sit out the next turn, to go back to their position. The player also has a chance to get "lost". If they get lost, they will have to sit out the next two turns.

**Flavour text**

* Choosing the shortcut option: "*You followed the "shortcut"...*"
* Going forwards with the shortcut option: "*The "shortcut" was a success and brought you forward!*"
* Going backwards with the shortcut option: "*The "shortcut" was really a longcut and you ended up going backwards.*"

* Choosing the treasure option: "*You followed the path leading to "treasure..."*"
* Getting items from the treasure option: "*You found a treasure chest containing **x** item(s) at the end of the path. | You will have to spend the next turn walking back to the normal path.*"
* Getting no items from the treasure option: "*You found a treasure chest at the end of the path, but it was empty... | You will have to spend the next turn walking back to the normal path.*"
* Getting lost from the treasure option: "*You got lost while searching for the treasure. | You will have to spend the next two turns looking for the path back to the game.*"

### The Cursed Statue

"***Player** you walked up to a cursed statue at an Action Field. Please type either pray to `pray` to it, or `ignore` to do nothing.*"

**Choices**

* **`pray`** -> Proceed to the pray outcome.
* **`ignore`** -> Skips the event. However there's a rare chance to die instead.

If the player chooses Pray, they will gain one of four events, one will swap you with the player in first place, one will give you ? random buffs, one will give you a Garbage Bag, and the last one will reduce your Max HP by 10.    If the player chooses to ignore the statue, they will most likely ignore it. However there's a ?% chance of dying to the statue, even when you ignored it.
**Flavour text**

* Choosing the pray option: "*You prayed to the cursed statue...*"
* Getting swapped with the player in first play: "*The cursed statue swapped you with the player in first place.*"
* Gaining random buffs from the statue: "*The cursed statue gave you a couple of buffs.*"
* Getting a Garbage Bag from the statue: "*The cursed statue gave you an item.*"
* The statue reducing your Max HP: "*The cursed statue reduced your max HP.*"

### The "Blessed" Fountain

"***Player** you've come across a "blessed" fountain on an Action Field. Please type either `drink` to drink from the fountain, `offering` to offer something to it, or `ignore` to do nothing.*"

**Choices**

* **`Drink`** -> Proceed to the drinking outcome.
* **`Offering`** -> Proceed to next item choice.
* **`Ignore`**  -> Skips the event.

If the player chooses the Drinking option, they will drink from the fountain, getting one out of four events. Either giving you 25 more Max HP, giving you the Resilience and Vengeful buffs, getting 5 stacks of the Devouring Void debuff, skipping your next turn and giving you the Irritated debuff, or giving you +2 Movement..    If the player chooses the Offering option, they will be prompted by offering either some of their Max HP, or one of their items. If they chose to offer some of their Max HP, they will offer 25 of their Max HP. If they do not have 25 Max HP, and they try and offer HP, they will not be able to, and will skip their turn instead. After they have offered their HP, they will be able to get one out of two events, the fountain will ignore your offering, or you will gain a random item, and heal to full health. If the player decides to offer an item, they will get a list of items they have, if they do not have any items, they will skip their turn. Once they chose which item they want to offer, they will lose that item and get one out of three events. If they offered a Garbage Bag or Broken Slot (?), they will get reset instead. If they offered any other item, they will either be ignored, or they will gain two items.
**Flavour text**

* The player choosing the Drink option: "*You drank from the "blessed" fountain...*"
* Gaining 25 Max HP from drinking: "The fountain's water gave you +25 max HP."
* Gaining The Resilience and Vengeful buffs from drinking: "The fountain's water made your stronger..."
* Getting sick from drinking: "*The fountain's water made you ill, and you will have to spend a turn recovering.*"
* Gaining the Devouring Void debuff from drinking: "*The fountain's water began rapidly devouring you from the inside...*"

* Prompt while choosing what to offer: "*Please type either `item` to offer an item of yours or `hp` to offer some of your max HP.*"
* If the player picked to offer an item: "*You placed your item into the fountain, where it dissolved...*"
* If the fountain accepted your item: "*The fountain accepted your offering.*"
* Offering a Garbage Bag or Broken Slot: "*... | You dare disrespect my fountain...?*"

* If the player picked to offer 25 Max HP: "*You offered 25 of your max HP to the fountain...*"
* If the player does not have enough Max HP to offer: "*You do not have enough max HP to offer.*"

* If the fountain does not respond: "*The fountain did not respond to your offering.*"

### String's Roulette Wheel

"***Player** you've come across String's Roulette Wheel on an Action Field. Please type* `*play*` *to try your luck, or `ignore` to do nothing.*"

**Choices**

* `**Play**` -> Proceed to the next choice.
* `**Ignore**` -> Skips the event

If the player chooses to play, they will get prompted with how much Health they want to wager to the roulette. Once they have chosen how much they want to wager, they get to chose which color they want to bet on. After that, the wheel will spin. The wheel is rigged, so that it has a 1/3 chance of landing on the color the player chose. If they lose, they will spin the Bad String Wheel. If they win, they will gain the equivalent of a third of how much hp they waged into Max HP, fully heal and gain an item.    If they choose to ignore, they will skip their turn.
**Flavour Text**

* While Choosing the amount of Max HP: "*Please choose the amount of HP you would like to wager; if you win, you will receive a max HP buff based on your wager, along with a heal and an item. If you lose... well...*"
* While Choosing the color they want to bet on: "*Please type the color you're betting on: `red` or `cyan`.*"

* If the player won: "*Congratulations; you've won.*"
* If the player losses: "*You've lost...*"

### The Dumpster

"***Player** you've come across a dumpster on an Action Field. Please type either search to `search` the dumpster, `dismantle` it to take it apart for materials or `ignore` to do nothing.*"

**Choices**

* `**Search**` -> Proceeds to the Search outcome.
* `**Dismantle**` -> Proceeds to the Dismantle outcome.
* `**Ignore**` -> Skips event.

If the player chooses to search The Dumpster, they will trigger one of three events. They will either gain an item, with a small chance of gaining 2 instead, gaining 2 materials, that cannot be the same type, or taking 25 base damage by a racocon jumping on you

If the player chooses to dismantle The Dumpster, they will trigger one of three events. They will either gain  x2 Scrap, gaining  x1 Advanced Plating, or cutting yourself and taking 15 base damage from that.    The player can also ignore The Dumpster and they'd skip their turn in that case.
**Flavour Text**

* Gaining an item from The Dumpster: "*You uncover an item from the trash in the dumpster.*"
* Continuing to search The Dumpster and gaining two items: "*You continued to search the dumpster and uncovered another item.*"
* Getting attacked by a raccoon: "*A raccoon jumped out of the dumpster and clawed at your face.*"
* Gaining Advanced Plating from The Dumpster: "*You managed to salvage a bit of advanced plating from the dumpster.*"
* Gaining Scrap from The Dumpster: "*You managed to salvage a small amount of scrap from the dumpster.*"
* Cutting yourself on The Dumpster: "*You accidentally cut yourself on a piece of metal while dismantling the dumpster.*"

## Trivia

* The Action Field is currently the only field that can directly give the player materials.