Combat (Trap Quest)

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NPC Attacks

For most npc's, there are four things they can do during combat with the player: generic attacks, special attacks, tripping, and grappling. Generic attacks increase the player's Body Soreness, Tripping has a chance to knock the player over, grappling temporarily disables the player's ability to use some commands (including the slap command), and special attacks vary depending on the npc.

Attack Targets

Generic attacks and sometimes special attacks will target a specific part of the player's body. Possible targets include the player's face, hips, arms, belly, thighs, and breasts. Attacks aimed at the player's breasts will do extra damage. Attacks aimed at the player's face will do extra damage, and if the player has a mouthful, will force the player to spit it out. Similarly, attacks aimed at the player's belly will cause expulsion if inflation is enabled.

Generic Attacks

Most npc's have an attack where they attempt to hit a part of the player's body. The npc will roll a number based on its Level against the player's Dexterity, and if the number is higher than the player's dexterity, the player will be hit by the attack. A typical attack causes 1 body soreness and 2 body soreness if it hits a particularly vulnerable area (like the face.)

Accuracy Rolls

Accuracy rolls are mainly used in generic attacks, but also come into play in several special attacks. Rolls are generated according to the following:

level = monster level
accuracy_offset = sum of two random numbers between 1 and 6
blind_accuracy_offset = sum of two random numbers between 0 and 6
combat_speed_modifier = random number between 1 and the internal modifier for combat speed
level_threshold = monster level + 6

sight_accuracy = level + accuracy_offset
blind_accuracy = (level + blind_accuracy_offset) / 2

If the npc is blinded, then the blind_accuracy roll is used as the roll. If the npc is not blinded, then we only use our sight_accuracy as our roll if it's lower than the level_threshold. If sight_accuracy does end up being higher, than the "roll" will be a value that always hits. The combat_speed_modifier adds a progressively higher chance to miss depending on Combat Speed.

Tripping

If an npc has the ability to trip the player, the chance that they try will go up every turn they go without making an attempt (happens roughly every third attack.) Depending on the player's Intelligence, they may be able to notice when an npc is about to try and trip them. NPC's don't become more likely to trip the player if they have been slapped more than 3 times in a row. See Tripping.

Grappling

If the player has slapped an npc more than three times in a row, certain npcs will become more likely to try grabbing the player by the wrist. The player has a Dexterity-based chance to avoid being grappled, and it becomes harder or easier to avoid depending on how many times the npc has been slapped in a row (i.e. if you stop punching them to kick them every once in awhile, you won't get grabbed as much.)

Once grappled, the grapple will either expire after a few turns or the player can resist to break free from the grapple early. The npc will make a strength roll to hold onto the player when they resist, and if their roll exceeds the player's Strength, the player will fail to break free.

Strength Rolls

Strength rolls are mainly used when escaping from grappling, but also come into play in some special attacks. Rolls are generated according to the following:

level = monster level
power_offset = sum of two random numbers between 1 and 6

strength_roll = level + power_offset

Special Attacks

Almost every npc has a couple special attacks they can use instead of generic ones. Some of them work similarly to generic attacks but do more damage, and some of them have additional effects like the Deep One's lightning bolt. NPC's will try to hit the player with these attacks using a variety of accuracy, strength, and intelligence rolls.

Intelligence Rolls

Intelligence rolls are mainly used with npc special attacks, especially in the Mansion region. Rolls are generated according to the following:

level = monster level
mental_offset = sum of two random numbers between 1 and 6

intelligence_roll = level + mental_offset

Defeating NPC's

When the player defeats an npc, and there are no other dangerous npc's nearby, they will be presented with a few options for dealing with the monster. These responses are "taxing", "pitying", "banishing", and "dominating". Some npc's automatically handle the circumstances of their defeat.

Automatically Handled

  • Unintelligent NPC's
  • Robots
  • Slut School NPC's
  • Supporter NPC's
  • Cultist NPC (Mindless cultists only)
  • Xavier
    • If the player has 3 or more magic power, knows divination, and has forced him to wear a condom through the seduction minigame, the player will get a chance to dominate him as well.
  • Demoness
    • If the player has 2 or more magic power and knows divination, they will have a chance to "pity" or dominate her as well.
  • Herald
  • Djinn
    • If the player has the Magic Lamp or it is nearby, they will have a chance to tax, "pity", or dominate him as well.
    • The Djinn's banishment ends with him escaping to somewhere else on the current floor, not with him being removed from the game.

Banishing

Players can permanently remove defeated npc's from the game. For most npc's, this is permanent.

Impermanent Banishings

Pitying

Players can decide to let defeated npc's go without doing anything extra, which usually resets the npc's favour score back to "friendly" territory, then increases it by 1.

Non-Pitiable NPC's

Taxing

Players can demand items from npc's they've defeated, which has a side-effect of increasing the npc's level by and decreasing their favour score by 1.

Non-Taxable NPC's

Dominant Sex

If the player has access to their genitals, they can try dominating NPC's they have defeated. All npc's have a chance to refuse and then punish the player for even trying, but if the player can somehow overcome (or perhaps suppress) their bottom energy, they will get a short scene that usually ends in a dignity boost, an orgasm, and a Delicateness decrease. See Dominant Sex.

Submissive Sex

When the player is on their knees, hostile npc's can intitiate sexual encounters with the player. These encounters last multiple turns, and as long as the npc is hostile, cannot end without the npc being satisfied, the player using their safe word, or somehow getting removed from the picture. The player can initiate multi-turn encounters with npc's on their own if they use the spread command, which will give them the option of ending things early, but there's always a chance that the player's partner becomes hostile in the middle. See Submissive Sex.