# Gameplay rules — v0.3.0

## Scan, materialize and train

A victory awards species-specific scan data; merely detecting a signal records discovery. Standard scan increments: Baby 40%, In-Training 30%, Rookie 20–35%, Champion/Armor 12–22%, Ultimate 8–16%, Mega/Ultra 5–10%. Every Paradox victory gives 1–3%. Data stops at 200%.

Conversion consumes all stored data and gives `min(5, floor((scan - 100) / 20))` starting ABI. The new partner is level 1, fully recovered, and fills an empty party slot if one is available. The collection accepts additional partners when all six party slots are filled.

Normal and Paradox versions have independent scan and discovery records. The Paradox pool is rolled separately at 0.2% of encounter signals; after the roll, each of its 500 forms is equally likely. This is deliberately an extremely rare collection system. Its exact rarity is editable in `config/paradox_encounters.json`.

## ABI

Let L be the level before changing form. Round down each division.

| Current stage | Evolve to next stage | De-evolve to previous stage |
|---|---|---|
| Baby | floor((L + 5) / 10) | — |
| In-Training | 1 + floor(L / 10) | 1 + floor(L / 5) |
| Rookie | 1 + floor((L + 5) / 10) | 2 + floor(L / 5) |
| Champion | 2 + floor(L / 10) | 3 + floor(L / 5) |
| Ultimate | 2 + floor((L + 5) / 10) | 4 + floor(L / 5) |
| Mega | 3 + floor(L / 10) | 5 + floor(L / 5) |
| Ultra | — | 6 + floor(L / 5) |

| Special relationship | Forward gain | Reverse gain |
|---|---|---|
| Rookie ↔ Armor | 2 + floor(L / 10) | 4 + floor(L / 5) |
| Champion ↔ Armor | floor(L / 10) | 1 + floor(L / 5) |
| Same-stage evolution | floor(L / 10) | floor(L / 5) |
| Champion ↔ Mega | 4 + floor(L / 10) | 9 + floor(L / 5) |
| Rookie ↔ Ultimate | 3 + floor((L + 5) / 10) | 7 + floor(L / 5) |
| Ultimate ↔ Ultra | 5 + floor(L / 10) | 11 + floor(L / 5) |
| Rookie ↔ Mega | 6 + floor(L / 10) | 12 + floor(L / 5) |

ABI cannot exceed 200. A free **mode change** is separate from same-stage evolution: it gives no ABI and preserves level/EXP. It preserves the proportion of current HP/SP, with rounding down, so toggling modes cannot become free recovery.

DNA retains the main partner's ABI plus the usual gain, personality, nickname and training. The selected second partner is consumed and contributes inherited moves, not ABI. Both must meet the specified CAM requirement. De-evolution requires discovery of the target. Missing Cyber Sleuth story/egg/spirit progression is represented by target discovery in NXT, and is marked in the route data.

Inheritable skills already learned remain through form changes and transfers. Signature skills belong to the current form. The current form's level gates future skills. Training is a direct NXT allocation system, not a timed DigiFarm simulation.

## Wild combat

One partner fights at a time; up to six party members can be switched in or selected for recovery. Team-wide support skills affect eligible party members. In a one-foe wild battle, all-foe moves hit that foe. Wild AI uses affordable attacks, support and recovery moves, and respects statuses and SP costs.

Attack and skill turns use active SPD for initiative. Guard, switching, capsules and disconnect attempts have action priority. Using a capsule or switching leaves the wild opponent a turn; invalid commands roll back without spending a turn, SP or items. An 80% disconnect attempt ends the link if successful. A defeated active partner is replaced by the next conscious party member.

Physical attacks use ATK and DEF; magic uses INT. Vaccine beats Virus, Virus beats Data, Data beats Vaccine. Elemental advantages apply to normal and piercing attacks. Fixed and percentage-HP effects ignore ordinary attack damage modifiers. Status duration and secondary effects follow the structured move records using NXT's turn model. Boss-like Paradox forms resist instant-death finishers.

EXP pacing is adjusted for the level-24 wild cap. Required EXP per level is `max(100, 40L + 4L²)`. Higher evolutionary stages award substantially more EXP. Existing level progress is migrated proportionally; owned levels and historical total EXP are retained. The cap for owned partners is 99.

## Recovery shop

| Capsule | Restores | Price |
|---|---:|---:|
| Small HP | 250 HP | 120 Bits |
| Medium HP | 500 HP | 300 Bits |
| Large HP | 1,000 HP | 720 Bits |
| Small SP | 50 SP | 140 Bits |
| Medium SP | 100 SP | 340 Bits |
| Large SP | 250 SP | 780 Bits |

Each stacks to 99. Recovery clamps to the target's maximum and reports the actual amount restored. Full, foreign, defeated or exchange-locked targets consume nothing. Defeated Digimon need the Recovery Terminal or a revival skill. Free recovery, evolution, training and party changes are blocked during active wild battles. Buying supplies remains available.
