This combat simulator uses a data-driven stat-allocation loop to model player survival and damage mitigation across five distinct fantasy classes. At startup, the Get current class Register queries an external database via the Classes variable to populate five core character pools: Strength Points Pool, Dexterity Pool, Constitution Pool, Endurance Pool, and Luck Pool. On the defensive side, the Current player health Pool starts at a base value scaled directly by the player's Constitution Pool. During play, the automatic Random chance to get hit Gate fires each tick, with evasion chances augmented by the Dexterity Pool. Hits that bypass evasion are routed through the Check for luck Gate—driven by the player's Luck Pool—to potentially negate the blow entirely. Any unmitigated hits trigger the Take damage Drain, reducing player health by an amount mitigated by the Endurance Pool, which can ultimately trigger the Player dies End Condition if health is depleted.
Offensively, combat progress is modeled using a time-to-kill countdown tracked by the TTK in seconds Pool, representing the enemy's remaining durability. Each step, the Lower enemy HP and defeat them Drain depletes this pool at a baseline rate accelerated by the player's Strength Points Pool. To play burst damage, the Crit Damage based on Special attack Register rolls a random check using the player's Special attack Pool to determine if a critical strike occurs, which further slashes the remaining time-to-kill. If the player successfully survives the incoming damage onslaught and reduces the TTK in seconds Pool to zero, the Victory Flag Source is triggered to deposit a token into the final tracking Pool, indicating a successful combat encounter.