Combat System

See also: Combat
The combat system is a simple yet complex system.

*Top: 1/4 HP Bar
Bottom: 1/4 WP Bar*
Both the player and the enemy start with 4 HP and 4 WP.

If the player has fought in the morning and has taken damage, any damage the player has taken will be carried on to the next battle.

**You do not automatically regenerate to maximum HP / WP after a battle ends, regardless of result.**

* If the player was defeated in the morning battle, and the player attempts to start another battle, Jessica will warn the player that they are still injured.
	+ If the player ignores the warning, and starts the battle anyway, depending on how the player was defeated, the player will have either 1HP/1WP.
* HP and WP regenerate to the full 4 HP/WP after the player wakes up from sleep.

### Start of Turn

When a battle begins, both sides roll their dice.

Dices can be assigned to one of the four following slots:

*From left to right: Attack, Seduce, Defend, Clash*

Attack and Seduce can never have dice at the same time, they are mutually exclusive.

*Not allowed. This formation is not possible. The game will prevent you from putting both dice in both slots at the same time.*

*As shown above, when a die is assigned to attack, seduce will be greyed-out, representing that a die cannot be placed onto this slot. The seduce slot will be automatically greyed out if the opponent is seemingly non-susceptible to seduction attacks (like a Goon), even if no die was placed on the attack slot.*

*As shown above, when a die is assigned to seduce, attack will be greyed-out, representing that a die cannot be placed onto this slot.*

When all three dice are assigned to valid slots, a button will appear on the middle of the screen, showing that the player can attack. Once clicked, dices are compared, in the following order:

1. Player Attacks / Seduces the Enemy
2. Player Defends against Enemy's Attack / Seduction
3. Player and Enemy Clash

### Stage 1:Attack

Dices are compared with each other. The player's dice is always shown first. Buffs and debuffs to the original dice value are applied at this stage.

**A boosted die cannot have a value greater than its largest face.** This means that a d4 (a die with 4 faces) with a value of 4 cannot have a value greater than 4, regardless of any buffs, as 4 is its largest face. A die's value will never go below 1.

* If the player's die is greater than the enemy's die, the enemy takes 1 HP/WP damage, depending on the type of attack used.
* If the player's die is more than double than the enemy's die, the enemy takes 2 HP damage. This does not apply to seduction attacks.

The enemy can NOT counterattack if its die is greater than the player's die.

### Stage 2:Defend

Dices are compared with each other. The same logic is applied, but instead the enemy is attacking the player. As usual, any changes to a die's value is applied at this stage.

* If the enemy's die is greater than the player's die, the player takes 1 HP/WP damage, depending on the type of attack used.
* If the enemy's die is more than double than the player's die, the player takes 2 HP damage. This does not apply to seduction attacks.

The player can NOT counterattack if its die is greater than the enemy's die.

### Stage 3:Clash

Dices are compared with each other. The dice with the largest value wins. In the case of a draw, no one wins and the entire stage is skipped.

* If the player wins, the player can choose from a variety of buffs that will benefit the player next turn.

* If the enemy wins, the enemy will apply a debuff to the player that will benefit the enemy next turn. The debuff depends on the enemy.

### Rest of Battle

Players continue to roll dice, until either the player or the enemy reaches 0HP or 0WP.