Instead of recreating all commands with hp-attack, etc., we added a new command option, USING, which can be appended to all existing commands. This command will override the default success rate based on the bar specified.
USING works with all success-based commands (attack, kick, grapple, β¦)
USING can target all opponents bars.
USING can use all your own bars.
USING has a minimum success rate of 10% and a maximum of 90%.
For success rates based on the 25/75% rule, the USING command is scaled accordingly.
The chat will display the new success value when USING is used.
Examples:
!attack USING hp
!kick abs USING legs
!punch abs USING arms
In these cases, it will override the default 60% success chance of attack/kick/punch with the percentage value of your HP/LEGS/ARMS bar.
Tip: Use !recover to refill your bars, increasing your chances of landing your next attack.
This helps prevent fights from dragging on too long when the success rate would be low based on the bar's value.
You can still use dice to determine how much damage a successful hit makes.
USING only modifies the success rate.
Example:
!attack ass USING cock 5d10
USING also works with commands like !clinch or !reverse, e.g.:
Hey Tech. Thanks for this. I'll be testing this and letting you know. So far so good with everything. But I just tested with !attack using HP and the success value note didnt display like the rest. But since I dont think I will be using HP based attack (mostly for escape and reversal only) its ok with me, but just letting you know.
Tested these few rounds. Overall good, but may I suggest some other words as alternative to the modifier. so instead of just USING, I suggest WITH and the symbol * to be added as alternative to USING as well.
!escape WITH HP : feels more natural and easier to type.
!escape * HP : is simpler and quicker.
Can these be added in as well? I can see all three works well.
To be clear, the new USING function is fantastic and does what we were asking for and more. Retserof is right that the two or three most standard versions of it we would use are a bit clunky to type in every time we want to call the command. Could we create some Aliases for them?
An auto-complete in the command line would be very helpful here.
Alias Request
Current Command
!hp-escape
!escape using hp
!hp-reverse
!reverse using hp
!hp-stand
!stand using hp
If these three could be made into an autocomplete line, so that just typing !h would make them show in the list, that would be immensely useful for us.
Once again, thank you for giving us this new function.
Hi Mr. Tech, wondering if the hp commands can come soon? dice match has been growing lately and the hp-based commands would accelerate the growth further.
On the topic of more commands, I was playing with Retserof last night with his general rules. Mr. Tech, could you add in a !grab command?
Right now we are using !hold to simulate this, but the description of it doesn't jive well with what is going on.
This new command would signify attempting to start a grapple with a 50% chance, and if successful, it would deal 2d6 damage. I know it is almost identical to !attack, but it would be a little more intuitive. Ideally, the text should read something like:
Success: You successfully grab them and do some damage.
Failure: You try to grab them, but they avoid it.
Right. Basically, we want commands that streamline the process because new players are confused.
!Grab would establish a hold and deal 2d6 damage.
We want a similar command that establishes a hold and deals 2d6 Pleasure.
There are other commands in the list that we would also like to have. The big ones we want are the HP command, listed below, which have a probability based upon the remaining HP of the target. This would completely eliminate the need for the X number of Escape Attempt mechanics. That entire and most confusing system, Retserof and I created, to compensate for a lack of HP commands.
hp-escape would have a success rate of HP-CURRENT/HP-MAX%, Meaning if you were at 80/100, that would result in an 80% success rate; at full HP, it would always be 100%, and at 1 HP, it would be 1%.
To keep it more random and interesting, I would set the minimum level to 10% and the max to 90%, Meaning even at full health, there is a 10% chance to fail, and if your barely holding on, you still have at least 10% to succeed.
That resulted in the following:
Success Rate: HP-Current/HP-Max%
Minimum: 10%
Maximum: 90%
Feel free to discuss or let me know if you want other values, especially for min/max.
Hi Admin, just wondering since normal reversal has 25% chance, can hp-reverse also follow that probability. basically the same formula with hp-escape, just divide by two.
I suppose it follows the same logic, but a 5-45% chance if it working based on HP makes it seem really unreliable. Perhaps the a difference probably would be better... I propose...
10-70% scaling with HP.
This way, last minute reversals are not out of the question and are a almost as valuable as simply trying to escape a hold.
I really enjoy having dice matches here. Can we have some commands based on existing HP?
I'm thinking some variation of Escape, Reversal and Stand.
Maybe for simplicity's sake call them hp-escape, hp-reverse, and hp-stand.
Currently one of the way we workaround this is by assigning roll chances based on HP (for example, if I were to escape from a pin, I'd roll 5x roll chance for successful pin escape for 80-100HP, 4x for 60-80HP, 3x for 40-60HP and so on). This can be complicated to explain to new users.
Hope this can be considered, it creates a greater satisfaction and realistic chances when it comes to dice matches.
I've actually wanted the variously command such as Stand and so forth to be determined by HP as well. It sucks when you are prone for multiple turns and can't stand up because you keep failing the 50% roll. It's worse when you are at full health.
The Tech
2025-11-02 18:46New updates and commands got added to the chat:
!hpescape,!hpreverse,!hpstand,!SEX,!ROUGH,!GRABand!TRAPFull details: https://mars.chatfighters.com/forums/ChatFighters_updates_-_ChangeLog#comment3e4a7ea9-b3c7-4d74-a132-cee8579b1453
retserof
2025-11-02 23:15(In reply to this)
Thanks a lot!
The Tech
2025-10-14 16:14New modifier command
USINGadded.Instead of recreating all commands with hp-attack, etc., we added a new command option, USING, which can be appended to all existing commands. This command will override the default success rate based on the bar specified.
Examples:
In these cases, it will override the default 60% success chance of attack/kick/punch with the percentage value of your HP/LEGS/ARMS bar.!attack USING hp!kick abs USING legs!punch abs USING armsTip: Use !recover to refill your bars, increasing your chances of landing your next attack.
This helps prevent fights from dragging on too long when the success rate would be low based on the bar's value.
You can still use dice to determine how much damage a successful hit makes.
- USING only modifies the success rate.
Example:!attack ass USING cock 5d10USING also works with commands like
!clinchor!reverse, e.g.:!escape USING hpHongseokYang
2025-10-24 03:01(In reply to this)
Great function. This add depth to the game itself. Anyone wanna try this with me?
retserof
2025-10-14 22:18(In reply to this)
Hey Tech. Thanks for this. I'll be testing this and letting you know. So far so good with everything. But I just tested with !attack using HP and the success value note didnt display like the rest. But since I dont think I will be using HP based attack (mostly for escape and reversal only) its ok with me, but just letting you know.
retserof
2025-10-14 22:56(In reply to this)
Tested these few rounds. Overall good, but may I suggest some other words as alternative to the modifier. so instead of just USING, I suggest WITH and the symbol * to be added as alternative to USING as well.
!escape WITH HP : feels more natural and easier to type.
!escape * HP : is simpler and quicker.
Can these be added in as well? I can see all three works well.
Madison Jones
2025-10-15 21:00(In reply to this)
To be clear, the new USING function is fantastic and does what we were asking for and more. Retserof is right that the two or three most standard versions of it we would use are a bit clunky to type in every time we want to call the command. Could we create some Aliases for them?
An auto-complete in the command line would be very helpful here.
If these three could be made into an autocomplete line, so that just typing !h would make them show in the list, that would be immensely useful for us.
Once again, thank you for giving us this new function.
Joshua Chase
2025-10-09 05:31Would love to see more!
retserof
2025-10-05 12:01Hi, bumping this since it has been a while since this was requested (over a year to be exact). Is this still in the plans?
DJ Kingpin
2025-01-14 11:29A few of the hp dependent commands would be amazing.
The Tech
2024-10-13 16:34Currently, we have no timeline for the new dice commands. We try to add it to our next chat update if possible.
@Madison Jones; the !grab command was added to the list for implementation
Madison Jones
2024-10-13 19:55(In reply to this)
Yay! Thank you.
retserof
2024-10-08 23:31Hi Mr. Tech, wondering if the hp commands can come soon? dice match has been growing lately and the hp-based commands would accelerate the growth further.
Madison Jones
2024-07-09 23:12On the topic of more commands, I was playing with Retserof last night with his general rules. Mr. Tech, could you add in a !grab command?
Right now we are using !hold to simulate this, but the description of it doesn't jive well with what is going on.
This new command would signify attempting to start a grapple with a 50% chance, and if successful, it would deal 2d6 damage. I know it is almost identical to !attack, but it would be a little more intuitive. Ideally, the text should read something like:
Success: You successfully grab them and do some damage.
Failure: You try to grab them, but they avoid it.
Alex Titus
2025-10-09 03:57(In reply to this)
I like that. So grab would be a simple grapple causing damage where hold would be hold with either damage or arouse
Madison Jones
2025-10-09 06:30(In reply to this)
Right. Basically, we want commands that streamline the process because new players are confused.
!Grab would establish a hold and deal 2d6 damage.
We want a similar command that establishes a hold and deals 2d6 Pleasure.
There are other commands in the list that we would also like to have. The big ones we want are the HP command, listed below, which have a probability based upon the remaining HP of the target. This would completely eliminate the need for the X number of Escape Attempt mechanics. That entire and most confusing system, Retserof and I created, to compensate for a lack of HP commands.
The Tech
2024-07-09 17:54added to our internal list #1927
The Tech
2024-07-09 16:16Adding new dice options is possible.
Trying to understand that and putting it into a request:
Currently:
That resulted in the following:
- Success Rate: HP-Current/HP-Max%
- Minimum: 10%
- Maximum: 90%
Feel free to discuss or let me know if you want other values, especially for min/max.Did I get that right?
#1927
Agatuma
2025-10-09 18:55(In reply to this)
I'm looking forward to adding a command like this. "hp-escape"
Also, it would be nice to have a place where I can test out how the command works.
retserof
2024-07-10 13:48(In reply to this)
Hi Admin, just wondering since normal reversal has 25% chance, can hp-reverse also follow that probability. basically the same formula with hp-escape, just divide by two.
Madison Jones
2024-07-10 16:10(In reply to this)
I suppose it follows the same logic, but a 5-45% chance if it working based on HP makes it seem really unreliable. Perhaps the a difference probably would be better... I propose...
10-70% scaling with HP.
This way, last minute reversals are not out of the question and are a almost as valuable as simply trying to escape a hold.
retserof
2024-07-09 16:46(In reply to this)
yes I could vibe with this! looking forward to see them happens!
retserof
2024-07-06 17:35Bumping to see of this is under consideration.
retserof
2024-05-02 05:27Hi admin.
I really enjoy having dice matches here. Can we have some commands based on existing HP?
I'm thinking some variation of Escape, Reversal and Stand.
Maybe for simplicity's sake call them hp-escape, hp-reverse, and hp-stand.
Currently one of the way we workaround this is by assigning roll chances based on HP (for example, if I were to escape from a pin, I'd roll 5x roll chance for successful pin escape for 80-100HP, 4x for 60-80HP, 3x for 40-60HP and so on). This can be complicated to explain to new users.
Hope this can be considered, it creates a greater satisfaction and realistic chances when it comes to dice matches.
Madison Jones
2024-05-02 11:16(In reply to this)
I've actually wanted the variously command such as Stand and so forth to be determined by HP as well. It sucks when you are prone for multiple turns and can't stand up because you keep failing the 50% roll. It's worse when you are at full health.
retserof
2024-05-02 14:01(In reply to this)
Imagine someone with 3 HP keeps escaping and eventually won over you. π
JustinPierce
2025-10-09 04:00(In reply to this)
This happens more often than it should.
Madison Jones
2025-10-09 06:32(In reply to this)
Oh god, yes. When a person has been forced to cum twice and is barely conscious, they should not have a 50% chance of escaping a hold!