Difference between revisions of "Combat System"
From Final Kingdom MUSH
Oathkeeper (Talk | contribs) m (→Miscellaneous) |
Oathkeeper (Talk | contribs) m |
||
(18 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
+ | __NOTOC__ | ||
{{#css: | {{#css: | ||
.CTable {border-spacing:0px; width:90%; text-align:left; padding:5px;} | .CTable {border-spacing:0px; width:90%; text-align:left; padding:5px;} | ||
Line 64: | Line 65: | ||
! Shortname || Full Name || Description || Value Information | ! Shortname || Full Name || Description || Value Information | ||
|- | |- | ||
− | | OL || Overlimit || To Use Limit Breaks. || Start at 0, limit of 200%. | + | | OL || Overlimit || To Use Limit Breaks. || Start at 0, limit of 200%. Goes up and down based on your Paradigm. |
|- | |- | ||
− | | MP || Magic Points || Use Special Attacks. || Start at 25, limit of 100. | + | | MP || Magic Points || Use Special Attacks. || Start at 25, limit of 100. Goes up and down by use of your actions. |
|- | |- | ||
− | | BP || Burst Points || To use Burst abilities. || Always starts at 135 | + | | BP || Burst Points || To use Burst abilities. || Always starts at 115 plus 5 for every stat over 165. On average, this is 135 BP. It goes down by use. |
|- | |- | ||
− | | HP || Health Points || Your vital state. || Equal to ''Character Statistic Total''. Goes down with damage. At 0, you're out of | + | | HP || Health Points || Your vital state. || Equal to ''Character Statistic Total'', plus a little bit for those over 1400 CST. Goes down with damage. At 0, you're unable to attack. People can Heal you out of this state. |
|} | |} | ||
Line 99: | Line 100: | ||
| Dodge Roll || Far better at Evading when using the Evade Command while on the ground. | | Dodge Roll || Far better at Evading when using the Evade Command while on the ground. | ||
|- | |- | ||
− | | High Tide || Raise Maximum Burst Points by | + | | High Tide || Raise Maximum Burst Points by 10 plus 5 for every stat over 165 (30 BP on average). |
|- | |- | ||
| Roulette || Small chance for random offensive stat bonuses. You always get a bonus, but which stats and by what amount is random. | | Roulette || Small chance for random offensive stat bonuses. You always get a bonus, but which stats and by what amount is random. | ||
Line 107: | Line 108: | ||
| Poison Expert || Small chance for an attack to Poison. | | Poison Expert || Small chance for an attack to Poison. | ||
|- | |- | ||
− | | Healer || Allows for Healing Actions. Note that Healing has diminishing returns per target. | + | | Healer || Allows for Healing Special Actions. Note that Healing has diminishing returns per target. |
|- | |- | ||
| Stalwart || A one-time chance to not be knocked under 1 HP. | | Stalwart || A one-time chance to not be knocked under 1 HP. | ||
Line 139: | Line 140: | ||
== Bursts == | == Bursts == | ||
− | Bursts give boosts at any point in combat, using the Burst Point cost. All bursts - selected per Style - give you an effect that lasts until the end of your next attack's reaction. Using a <font color="green">green Burst</font> twice in a row means the first is lost - so don't accidentally double-up. '''Bursts stack with your buffs and with different Bursts''', so it can be tactically quite advantageous to grab ones that go with your strengths. If you don't have enough BP, but your BP is positive, it'll use up OL for the remainder of the cost. This one-time OL use cannot be performed with Unlimited! or Aura. | + | Bursts give boosts at any point in combat, using the Burst Point cost. All bursts - selected per Style - give you an effect that lasts until the end of your next attack's reaction. Using a '''<font color="green">green Burst</font>''' twice in a row means the first is lost - so don't accidentally double-up. '''Bursts stack with your buffs and with different Bursts''', so it can be tactically quite advantageous to grab ones that go with your strengths. If you don't have enough BP, but your BP is positive, it'll use up OL for the remainder of the cost. This one-time OL use cannot be performed with Unlimited! or Aura. When in combat, it's generally the rule of thumb that you do not use a burst more than once per round; this applies only to the 'gray' Bursts. There can be situations, like a boss fight, where it may be desirable to use a '''<font color="green">green Burst</font>''' more than once in a round. |
For ''Character Generation'', choose '''four'''. | For ''Character Generation'', choose '''four'''. | ||
Line 251: | Line 252: | ||
| Bless || Random Stat Up. | | Bless || Random Stat Up. | ||
|- | |- | ||
− | | Astra || | + | | Astra || Greatly resist Dispels! |
|- | |- | ||
| Weightless || Lowers Move MP cost slightly for an entire attack. | | Weightless || Lowers Move MP cost slightly for an entire attack. | ||
Line 287: | Line 288: | ||
| Curse || Random Stat Down | | Curse || Random Stat Down | ||
|} | |} | ||
+ | |||
+ | == Extra == | ||
+ | It is possible to have a character to have a Buff and Debuff pair - or just a Debuff - on their character - as a permanent. However, these requests are on a case-by-case basis and one needs a good reason for having it. The most common reason is to have an Elemental Buff and Debuff, based on an elemental affinity of sorts. | ||
= Actions = | = Actions = | ||
Line 343: | Line 347: | ||
| Name || The action or attack name: something like 'Jump', 'Poison', 'Lunge', or 'Quake'. Keep in mind that combinations include up to three actions; a Special Action need not describe a complete attack in itself. | | Name || The action or attack name: something like 'Jump', 'Poison', 'Lunge', or 'Quake'. Keep in mind that combinations include up to three actions; a Special Action need not describe a complete attack in itself. | ||
|- | |- | ||
− | | Level || The power level of your action, from 0 to 10, where 0 does no damage (and is generally only used for Buffing and Effect Actions) and 10 does the most damage. The higher the level, the higher the MP cost. Since the power level of a combination is the total added power levels of its component actions, even if your action is not itself an attack but just part of one -- 'Lunge' or 'Backstep', for example -- consider assigning it a non-zero power level for what it contributes overall. A 'standard' Level 4 action breaks even on MP, those below generate MP, and those above cost MP. | + | | Level || The power level of your action, from 0 to 10, where 0 does no damage (and is generally only used for Buffing and Effect Actions) and 10 does the most damage. The higher the level, the higher the MP cost. Since the power level of a combination is the total added power levels of its component actions, even if your action is not itself an attack but just part of one -- 'Lunge' or 'Backstep', for example -- consider assigning it a non-zero power level for what it contributes overall. A 'standard' Level 4 action breaks even on MP, those below generate 4 MP per level below 4, and those above cost 4 MP per level above 4. |
|- | |- | ||
| Family || Does it use your '''Magical''' or '''Physical''' stats? Or '''Elemental''' if it uses an average of Magic and Physical with a slight bonus. | | Family || Does it use your '''Magical''' or '''Physical''' stats? Or '''Elemental''' if it uses an average of Magic and Physical with a slight bonus. | ||
Line 363: | Line 367: | ||
| Element ||Select the elemental affinity of the action: either '''None''' or one of the following: '''Fire''', '''Nature''', '''Air''', '''Water''', '''Holy''', '''Dark''', or '''Special'''. Elemental strengths and weaknesses are calculated per-action in an attack. | | Element ||Select the elemental affinity of the action: either '''None''' or one of the following: '''Fire''', '''Nature''', '''Air''', '''Water''', '''Holy''', '''Dark''', or '''Special'''. Elemental strengths and weaknesses are calculated per-action in an attack. | ||
|- | |- | ||
− | | Buff || ''If your action has a Buff'', either (1) it is a '''Level 0 Buffing''' action or (2) '''it is of Level 1 or higher'''. A '''Buffing''' action will apply the effect for three rounds to the target: for example, a Buffing action with Physical Power Up or Physical Evasion Up will imbue the target with that temporary enhancement. A non-Buffing action with a buff effect, however, will instead temporarily boost the user for a single round (until your opponent's next reaction): for example, an attack with Physical Power Up will help you do more physical damage that turn, and one with Physical Evasion Up will help you dodge physical attacks next reaction. If a non-Buffing action is particularly empowered or aids in defense, consider attaching a buff for a one-round self-boost. '''Most Buffs cost 4 MP'''. You may list this as '''None''' on your application where applicable. | + | | Buff || ''If your action has a Buff'', either (1) it is a '''Level 0 Buffing''' action or (2) '''it is of Level 1 or higher'''. A '''Buffing''' action will apply the effect for three rounds to the target: for example, a Buffing action with Physical Power Up or Physical Evasion Up will imbue the target with that temporary enhancement. A non-Buffing action with a buff effect, however, will instead temporarily boost the user for a single round (until your opponent's next reaction): for example, an attack with Physical Power Up will help you do more physical damage that turn, and one with Physical Evasion Up will help you dodge physical attacks next reaction. If a non-Buffing action is particularly empowered or aids in defense, consider attaching a buff for a one-round self-boost. '''Most Buffs cost 4 MP'''. You may list this as '''None''' on your application where applicable. '''Buff and Debuff are mutually exclusive'''. |
|- | |- | ||
− | | Debuff || ''If your action has a Debuff'', either (1) it is a '''Level 0 Effect Action''' or (2) '''it is of Level 1 or higher'''. An '''Effect Action''', if it hits the target, will always apply the Debuff for three rounds. A damage-inflicting attack with a Debuff, however, may have that Debuff resisted by the target even when the action hits; if the Debuff is not resisted, it will last for three rounds. Certain Capabilities affect the likelihood of an attack's Debuff being resisted. '''Most Debuffs cost 4 MP'''. You may list this as '''None''' on your application where applicable. | + | | Debuff || ''If your action has a Debuff'', either (1) it is a '''Level 0 Effect Action''' or (2) '''it is of Level 1 or higher'''. An '''Effect Action''', if it hits the target, will always apply the Debuff for three rounds. A damage-inflicting attack with a Debuff, however, may have that Debuff resisted by the target even when the action hits; if the Debuff is not resisted, it will last for three rounds. Certain Capabilities affect the likelihood of an attack's Debuff being resisted. '''Most Debuffs cost 4 MP'''. You may list this as '''None''' on your application where applicable. '''Buff and Debuff are mutually exclusive'''. |
|} | |} | ||
Line 416: | Line 420: | ||
* Transfer <Attacker>=<Person> | * Transfer <Attacker>=<Person> | ||
** Will transfer the attack to that person, moving it to their queue instead - if they want to take the hit for you. | ** Will transfer the attack to that person, moving it to their queue instead - if they want to take the hit for you. | ||
+ | ** You should always ask permission from the attacker and the person you are transferring to - before you transfer! Do not abuse this command. | ||
== Miscellaneous == | == Miscellaneous == | ||
Line 424: | Line 429: | ||
** Resets your combat status, Queue, buffs, etc - to their standard values. | ** Resets your combat status, Queue, buffs, etc - to their standard values. | ||
* +heal/boss <number> | * +heal/boss <number> | ||
+ | ** Sets your character's status to fit that of a boss character. It does not remove buffs, debuffs, your queue, etc. Also, it allows you to freely extend your attacks to <number> enemies - meaning that you don't have to use the Area action for this purpose. | ||
* +actions | * +actions | ||
** Shows your available Special Actions | ** Shows your available Special Actions | ||
* +freeactions | * +freeactions | ||
** Shows your available 'Free' Actions | ** Shows your available 'Free' Actions | ||
− | |||
* setaction <standard name>=<new name>=<family> | * setaction <standard name>=<new name>=<family> | ||
** Sets a free action to their new name, and its family (Physical, Magical, Elemental) | ** Sets a free action to their new name, and its family (Physical, Magical, Elemental) | ||
Line 592: | Line 597: | ||
= Character Examples = | = Character Examples = | ||
== Character Examples == | == Character Examples == | ||
+ | For an in-depth view of statted character objects, see the following link: [http://tinyurl.com/heartlessmake link]. This link contains the statted forms of monsters, heartless and TP villains. The ones that are 'in our system' are represented by locked sheets. | ||
+ | |||
+ | What follows below are example stat-lines for simple character concepts. | ||
=== Style: White Mage === | === Style: White Mage === | ||
==== Statistics ==== | ==== Statistics ==== |