# 14 — No-Combat Verification + Completeness Sweep

**Date:** 2026-06-04
**Scope:** `extracted/client-5-8/` + `extracted/server-5-4/` (GML, room creation code, globals, chat commands).
**Method:** keyword grep across all `.gml`; enumeration of object/script/room lists; global-var inventory; read of fall logic, chat-command dispatcher, admin shells, NPCs, and unexplained object clusters.

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## PART 1 — VERDICT: NO COMBAT SYSTEM. Claim CONFIRMED.

There is **no combat, battle, damage, or PvP system anywhere** in either the client or server. This is now proven from evidence, not assumed from absence.

### Evidence

1. **Zero matches for combat staples.** A grep for `hp | health | damage | enemy | enemies | virus | weapon | chip | folder | combat | hurt | respawn | revive` across all `.gml` in both projects returned **0 hits**.
2. **Zero matches for kill/scoring staples.** `score | lives | gameover | pvp | duel | spar | busted | kill | death-by-X` — none present (server `score/lives/health/pvp` grep: 0 hits).
3. **Every `"Battle"` string is the product name.** All 17 hits for `battle/fight/attack` resolve to the literal title "Battle Network Online" (menus, connect dialogs, login broadcasts). No `attack` verb, no fight loop.
4. **No combat globals.** Full unique-global inventory (excluding 39dll buffer/socket internals) contains only movement (`p_x/p_y/curspeed/tcollide`), chat (`cline*/c_server/c_whisper`), boards (`mb_*`), social/duo/watch (`rq_*/duopid/watching/watchpid`), teleport (`teleportx/telepoint/zone/area`), inventory UI (`iv_*`), navi colors (`us#col/ncol`), and admin (`maintmode/alphaon/awesomefunction`). No `hp`, no `damage`, no `score`.
5. **The complete chat-command set is non-combat.** `client-5-8/scripts/0008-ChtCmdRec.gml` is the full command dispatcher: `goto ocs`, `notify`, `alpha`, `mb show game`, `join`, `summon`, `add`, `accept/decline/ignore/cancel`, whisper (`name~msg`), `watchable/shake eyes/watch`, `end session`, help screens. The entire interaction vocabulary is movement + chat + social-request + teleport + message-board + spectate. No attack/fight/challenge command exists.

### True hazard vs. combat (distinguished)

The only "you can be removed from play" mechanic is the **void-fall into the Digital Abyss** — already documented. Confirmed mechanic (`client-5-8/objects/0000-server/events/Step.gml:165-204`): when a player steps onto a non-collision cell (`tcollide == 0`), they are *teleported* to room `Digital_Abyss` / area "Abyssal Ruin" (or saved by Duo Net if in a duo: `"You have taken a fatal fall. Duo Net utilized!"`). There is **no health pool, no damage number, no death state** — it is a positional teleport-on-fall, not combat. `global.dafalls` is a fall-counter for the safety/grace logic, not an HP value.

**Conclusion:** BNO is a pure social-exploration title. The no-combat foundational claim is verified by direct evidence.

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## PART 2 — COMPLETENESS SWEEP

I enumerated all 320 client objects, 366 client scripts, 17 rooms, 31 server objects, and the global-var set, then cross-checked every cluster against the already-documented systems (recon 01–13 + CONTEXT.md).

### Result: NO new major gameplay system found. Coverage is complete.

Every object/script resolves to an already-documented system:

- **`ac_*` (~90 objects):** all are area-gateway colliders — each fires `change_area("<Zone>")` on Collision-0 (verified `ac_nullarray`, `ac_bugisle`, `ac_stormdrain`, etc.). → zones/gateways (documented).
- **`*tile`, `mtile*`, `mplat*`, `door*`, `hexporter*`, `hexsling*`, `hexbridge`, `swaptile`, `magictile`, `loctele`, `towertile`, `tree`, `icepillar*`:** floor / interactive / mover-platform / teleport tiles and decorative scenery. → floor/interactive tiles + hexport family (documented). (`loctele` = a contact-glow location teleporter; `towertile`/`tree`/`icepillar` = decorative floor/scenery.)
- **`*_mb`, `mb_*`, `bk*mb`:** message boards + board renderer/UI. The MMBN-flavored names (`bug_mb`, `spikepit_mb`, `crushed_mb`) are just board *titles/themes*, not combat objects. → message boards (documented).
- **`npc_*` + `pcode_*` scripts:** NPC progs (greenprog, dbprog, reaprog, redprog, fhqwhgads) with solid/pushable collision, wander/spin/lookat/mover patrol AI, and a down-key (`KeyPress-35`) hint trigger. → NPCs/hints (documented).
- **`d_*`, `iv_*`, `linkpoint`, `swappanel`, `navicolordisplay`, `ncolchange/pcolchange`:** Link Data, Spectrum Data, inventory item DB, navi-color/palette. → Link/Spectrum Data + inventory (documented).
- **`watcher`, `rq_*`:** spectator camera (`view_object[0]` follow) + request/duo/spotter/digger system. → Watch + request system (documented).
- **`jokershell` (+`jshell`/`alphaon`/`awesomefunction`/`maintmode`):** part of the **fenced admin/mod model**, not a new system — see note below.

### Note on `jokershell` — admin noclip, already inside the fenced Mod scope

`0481-jokershell` ("Joker Shell") looked like a candidate unknown but is an **admin/mod free-fly (noclip) movement mode**, gated behind the documented RCE/clipboard admin model. Activation (`0000-server/events/KeyPress-74.gml`, the **J** key) requires:
`keyboard_check(vk_control) && iv_itemsearch(1,"909") > 0` — i.e. **mod item #909** in inventory. When active, `jshell` makes the player a flying shell that bypasses tile collision and the void-fall trigger; it persists only while clipboard text == `"UNLIM"` (`Alarm.gml`, else auto-dismiss after 90 steps). This belongs to the already-documented "Mod/admin items (RCE + fenced)" system. Flagging it here only so it is not mistaken for a movement/flight gameplay feature available to normal players — it is not.

### Systems explicitly checked for and NOT present

| Candidate | Finding |
|---|---|
| Day/night, time-of-day, clock | None. No `hour/day/night/time_of_day/clock` logic. |
| Weather (rain/snow as mechanic) | None. Snow/ice tiles are static scenery, not weather. |
| Sound/music with gameplay effect | None. No `sound_play/midi/mci` gameplay hooks in GML. |
| Hazard/trap objects beyond tiles | None. Only hazard is the void-fall teleport (documented). |
| Vehicles / mounts | None. |
| Scripted cutscenes / timed events | None. |
| Achievements / seasonal / event content | None. |
| PvP / trade-with-damage / dueling | None. Chat dispatcher has no such command; server has no PvP state. |

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## Summary

- **Part 1 verdict:** NO COMBAT — confirmed by evidence (0 keyword hits for hp/damage/enemy/weapon/chip/score/pvp; full chat-command set is purely social/movement; only "removal" mechanic is the void-fall *teleport* to Digital Abyss, not damage).
- **Part 2 verdict:** NO uncovered major systems — **coverage complete**. Newly-found systems: **0**.
- Sole clarification: `jokershell` is an admin/mod noclip (mod item #909 + clipboard-gated), already within the documented fenced-Mod scope — not a player-facing feature.
