Combat

The player can enter **combat** with hostile entities.

## Actions

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Describe actions in combat such as teasing, struggling, attacking, defending, etc.

### Defend

Grants Defend when used which adds +25% Dodge and +50% Protection.

### Submit

Ends the combat by offering yourself to your enemy.

### Escape

Attempt to flee. If the enemy is Asleep, or Exposed, or Lucky Charm triggers its effect, or a Smoke Bomb is used, the player can escape guaranteed. Otherwise the game will simulate the enemy attacking the player. If the player is hit, the player fails to escape. If the hit misses, the player escapes.

## Enemy behaviors

InvestigatingThis section is undergoing investigation. Information may be unclear, confusing, or incorrect.How combat behaviors are written on the wiki are being re-developed to be more clear.
### Introduction

Combat decisions are decided on a dice roll between 1 to 100. Attacks are decided by the range on the dice. For example, an enemy might do a basic attack when the dice roll is between 1 to 10 and a water attack when the dice roll is between 11 and 20. Since Reputation modifies the dice by adding up to 25 when having maxed Reputation of the enemy you're fighting, behaviors can change. Using the same example, the basic attack can no longer occur as the dice roll's lowest number can only be 25. This means that generally, enemies will attack less often, and tease more often when you have a positive relation with their types.

The behavior information on enemies assumes the player has 0 Reputation points or a neutral reputation.

### Mechanics

Let's explain with an example to help with understanding. Here's a list of actions for a Blue Jelly:

* 30% water attack
* 30% crush attack
* 40% libido attack

The way that attacks are listed on enemy pages is a simplified version of what happens in the game's code and it assumes the player's reputation with that enemy is neutral or 0. Let's reveal what it actually looks like in code, also simplified:

* 30 or less do water attack
* 31-60 do crush attack
* 60 or more do libido attack

Let's simulate turns in combat. It's the Blue Jelly's turn and a dice 100 is rolled and gives a 50. The Blue Jelly will now do a crushing attack. Things can change when Reputation modifies the dice. Assume that you had 40 Reputation points or a favorable reputation with jellies, this adds 10 to the dice roll so it becomes 60. Now the Blue Jelly would've done a libido attack instead of a crushing attack. Let's assume again that you had -100 Reputation points or a hateful reputation with jellies instead. This removes -25 to the dice roll so it becomes 25. Now the Blue Jelly would've done a water attack instead of a crushing attack which is more deadly.

The attack's listed order is also important. The game will check each condition of the attack starting with the first listed attack, then going down the list and doing the first attack that meets its conditions. If the Blue Jelly had other actions that didn't use the dice roll higher in the list, then those would happen first as long their conditions are met. This means that low reputation will cause attacks higher in the list to happen more often, and attacks lower in the list to happen less often. High reputation will have have attacks lower in the list happen more often, and attacks higher in the list to happen less often.

## Combat outcomes

The wiki will use key terms to mean specific actions and these are defeat, lose, escape, submit and dominate. Here's what they mean:

Defeating an enemy, or winning
Reduce the enemy's Health to 0.
Losing to an enemy
Reduce player's Health to 0.
Submitting
Max out player's Libido, or choosing *"Submit"* action in combat when the enemy is horny.
Dominating an enemy
Max out enemy's Libido
Escaping
Choose the *"Escape"'* action in combat, or using a Smoke Bomb and successfully leave combat.