/// (new CombatDescription("Minotaur Attacks")) .setDescriptionFunction((actor, target, weapons, markers) => { let say = new Say(); if (markers.includes(CombatHit.MISS)) { say.add("The minotaur heaves his heavy punches at you, but you narrowly avoid it."); } else if (markers.includes(CombatHit.HIT)) { say.add("The minotaur punches you with ease."); } else if (markers.includes(CombatHit.CRITICAL)) { say.add("The minotaur punches you in the gut. Ouch, you felt that HARD."); } say.add(" "); if (markers.includes(CombatResult.KILLED)) { say.add("YOU ARE DEAD."); } else if (markers.includes(CombatResult.KNOCKED_OFF)) { say.add("You lose consciousness."); } else if (markers.includes(CombatResult.KNOCKED)) { say.add("You are knocked to the ground!"); } return say; }) .addUnit() .setActor(MinotaurGuard) .setTarget(WorldState.player) .setWeapon(Thing) .addMarker(AdaptiveDifferential.FULLYADAPTIVE(CombatHit.MISS, CombatHit.HIT, CombatHit.CRITICAL)) .addMarker(AdaptiveDifferential.FULLYADAPTIVE(CombatResult.KNOCKED, CombatResult.KILLED, CombatResult.KNOCKED_OFF)) ;