Difference between revisions of "Combat System"
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− | }} | + | }}= Combat Statistics = |
− | + | ||
− | = Combat Statistics = | + | |
== Styles == | == Styles == | ||
A character object can contain multiple styles. In general, a character themselves will have one, or maybe two, styles to themselves. However, one can generate a Monster or Tinyplot style as well to keep on your character, for the sake of scenes in which you might wish to use these. To '''request''' Tinyplot or Monster styles after application, just toss in a +request, and we will try to get back to you as fast as possible. | A character object can contain multiple styles. In general, a character themselves will have one, or maybe two, styles to themselves. However, one can generate a Monster or Tinyplot style as well to keep on your character, for the sake of scenes in which you might wish to use these. To '''request''' Tinyplot or Monster styles after application, just toss in a +request, and we will try to get back to you as fast as possible. | ||
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! Colspan=2 | The eight Character Statistics | ! Colspan=2 | The eight Character Statistics | ||
|- | |- | ||
− | ! | + | ! Physical Power || Magical Power |
|- | |- | ||
| Colspan=2 | The power at which one hits. This is not so much 'strength' as it is combat 'power'. | | Colspan=2 | The power at which one hits. This is not so much 'strength' as it is combat 'power'. | ||
|- | |- | ||
− | ! | + | ! Physical Accuracy|| Magical Accuracy |
|- | |- | ||
| Colspan=2 | The accuracy, or difficulty to dodge, of one's offensive abilities. | | Colspan=2 | The accuracy, or difficulty to dodge, of one's offensive abilities. | ||
|- | |- | ||
− | ! | + | ! Physical Defense|| Magical Defense |
|- | |- | ||
| Colspan=2 | The ability to take less damage, or a represenation of a high vitality in one field or another. Also used as the stat for '''Healing'''. | | Colspan=2 | The ability to take less damage, or a represenation of a high vitality in one field or another. Also used as the stat for '''Healing'''. | ||
|- | |- | ||
− | ! | + | ! Physical Evasion|| Magical Evasion |
|- | |- | ||
| Colspan=2 | The ability to perfectly evade, or nullify an attack. | | Colspan=2 | The ability to perfectly evade, or nullify an attack. | ||
|} | |} | ||
− | Of course, there is are limits in how these statistics outline.<br />At present, an '''OC''' or standard '''FC''' gets '''1400''' points to distribute among them. High level FCs may go up to | + | Of course, there is are limits in how these statistics outline.<br />At present, an '''OC''' or standard '''FC''' gets '''1400''' points to distribute among them. High level FCs may go up to 1450. The rules one has to keep in mind are the following: |
* The ''Maximum Stat level'': '''255''' | * The ''Maximum Stat level'': '''255''' | ||
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! 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. |
|} | |} | ||
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| 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. | + | | Roulette || Small chance for random offensive stat bonuses. You always get a bonus, but which stats and by what amount is random. |
|- | |- | ||
− | | Bright Eyes || Small chance for random defensive stat bonuses. | + | | Bright Eyes || Small chance for random defensive stat bonuses. You always get a bonus, but which stats and by what amount is random. |
|- | |- | ||
| 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. | ||
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== 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, 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'''. | ||
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| 40 || <font color="Green">Duck and Roll</font> || Physical Evasion and Defense Up | | 40 || <font color="Green">Duck and Roll</font> || Physical Evasion and Defense Up | ||
|- | |- | ||
− | | | + | | 30 || <font color="Green">True Sight</font> || Magical Accuracy and Physical Accuracy Up |
|- | |- | ||
− | | | + | | 30 || <font color="Green">Geomancy</font> || Magical Power and Physical Power Up |
|- | |- | ||
− | | | + | | 30 || <font color="Green">Hasty Retreat</font> || Magical Evasion and Physical Evasion Up |
|- | |- | ||
− | | | + | | 30 || <font color="Green">Full Barrier</font> || Magical Defense and Physical Defense Up |
|- | |- | ||
| 15 || <font color="Green">Scan</font> || You'll be able to see the next 3 Bursts' effects. Normally, these are 'hidden' short of a small notification. | | 15 || <font color="Green">Scan</font> || You'll be able to see the next 3 Bursts' effects. Normally, these are 'hidden' short of a small notification. | ||
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| Berserker || Missing | | Berserker || Missing | ||
|- | |- | ||
− | | Synergist || Buffing someone (Not Attack Only Buffs) | + | | Synergist || Buffing someone (Not Attack Only Buffs ~ Like Esuna) |
|- | |- | ||
− | | Saboteur || Debuffing someone (Not Attack Only Debuffs) | + | | Saboteur || Debuffing someone (Not Attack Only Debuffs ~ Like Drain) |
|- | |- | ||
| Gambler || Critting, or being critted on | | Gambler || Critting, or being critted on | ||
|} | |} | ||
− | |||
== Status Effects == | == Status Effects == | ||
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| Lucky Sevens || Full Attack - makes an entire attack gain a random boost or loss in attack-damage. Costs no MP. | | Lucky Sevens || Full Attack - makes an entire attack gain a random boost or loss in attack-damage. Costs no MP. | ||
|- | |- | ||
− | | Regen || Slowly regenerates HP. | + | | Regen || Slowly regenerates HP. There's a modification to this regeneration based on Elemental Strength or Weakness. |
|- | |- | ||
| <Element> Resist Up || Lowers the damage taken from this element. | | <Element> Resist Up || Lowers the damage taken from this element. | ||
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| Bless || Random Stat Up. | | Bless || Random Stat Up. | ||
|- | |- | ||
− | | Astra || | + | | Astra || Greatly resist Dispels! |
|- | |- | ||
− | | Weightless || Lowers Move MP cost slightly. | + | | Weightless || Lowers Move MP cost slightly for an entire attack. |
|- | |- | ||
− | | Antigravity || Increase your Knock chances. | + | | Antigravity || Increase your Knock chances for an entire attack. |
|- | |- | ||
| Paradigm Shifter || Makes your next Paradigm Shift cost half its normal cost. | | Paradigm Shifter || Makes your next Paradigm Shift cost half its normal cost. | ||
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| Dispel || Makes each Dispel action try and remove an enemy Buff, on hit. | | Dispel || Makes each Dispel action try and remove an enemy Buff, on hit. | ||
|- | |- | ||
− | | Poison || HP Damage over time. | + | | Poison || HP Damage over time. There's a modification to this damage based on Elemental Strength or Weakness. |
|- | |- | ||
| Silence || Raises cost of Bursts. | | Silence || Raises cost of Bursts. | ||
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| 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 = | ||
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| || || || Flashy || Ranged || || || Air || <Element> Resist Up || Poison || | | || || || Flashy || Ranged || || || Air || <Element> Resist Up || Poison || | ||
|- | |- | ||
− | | || || || Buffing (Lvl 0) || Melee | + | | || || || Buffing (Lvl 0) || Melee || || || Water || <Statistic> Up || Silence || |
|- | |- | ||
− | | || || || Effect Action (Lvl 0) || || || || Holy || Bless | + | | || || || Effect Action (Lvl 0) || || || || Holy || Bless || Stun|| |
|- | |- | ||
− | | || || || Healing || || || || Dark || Astra | + | | || || || Healing || || || || Dark || Astra || Virus|| |
|- | |- | ||
− | | || || || || || || || | + | | || || || || || || || Special || Weightless || <Element> Resist Down|| |
|- | |- | ||
| || || || || || || || || Antigravity || <Statistic> Down|| | | || || || || || || || || Antigravity || <Statistic> Down|| | ||
|- | |- | ||
− | | || || || || || || || || Paradigm Shifter || Curse || | + | | || || || || || || || || Paradigm Shifter || Curse || |
|- | |- | ||
− | | || || || || || || || || Esuna || Withering || | + | | || || || || || || || || Esuna || Withering || |
|} | |} | ||
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| 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. | ||
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| 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'''. |
|} | |} | ||
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* '''Super Guard-Breaking''': More effective than Guard-Breaking action, but the penalties are still there. | * '''Super Guard-Breaking''': More effective than Guard-Breaking action, but the penalties are still there. | ||
* '''Super Accurate''': More effective than a Quick action, but the penalties are still there. | * '''Super Accurate''': More effective than a Quick action, but the penalties are still there. | ||
− | * '''Super Effective''': Can attach an additional debuff. | + | * '''Super Effective''': Can attach an additional debuff, for a total of two. You can double up on Curse. |
− | * '''Super Buffing''': Can attach an additional buff. | + | * '''Super Buffing''': Can attach an additional buff, for a total of two. You can double up on Bless. |
* '''Super Balanced''': Similar to standard, with minor effectiveness boost. | * '''Super Balanced''': Similar to standard, with minor effectiveness boost. | ||
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** Takes that action. Attacks someone, buffs someone, heal someone. Whichever. | ** Takes that action. Attacks someone, buffs someone, heal someone. Whichever. | ||
** Note that you can't combine Healing moves with anything that would do direct damage. | ** Note that you can't combine Healing moves with anything that would do direct damage. | ||
+ | * cancel <person> | ||
+ | ** Cancels your attack against that person, and regains MP. In the case of a mapped attack, some targets may give back more MP than others. | ||
+ | * limitbreak <person[,PersonN]>=<Action>,<Action>,<Action> | ||
+ | ** Use the limitactions! | ||
* skip | * skip | ||
** Same as: Attack Me=Rest,Rest,Rest | ** Same as: Attack Me=Rest,Rest,Rest | ||
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* 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 == |
+ | * +style <Style> | ||
+ | ** Switches you to that style. | ||
+ | ** In general, '''it's bad form to shift to another style mid-battle''', as it can give an unfair advantage. There are some exceptions to these, like story-line moments or people like Kaze. If you are not sure, ask staff. | ||
* +heal/full | * +heal/full | ||
** 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. | ** 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 | ||
+ | ** Shows your available Special Actions | ||
+ | * +freeactions | ||
+ | ** 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) | ||
− | * | + | * setaction <standard name>=<new name>=<family>=<element> |
− | ** Sets a free action to their new name, its family, and an Element that is represented within your Special Actions. ( | + | ** Sets a free action to their new name, its family, and an Element that is represented within your Special Actions. |
+ | * +heartless/create | ||
+ | ** A custom heartless NPC for you to play around with! Look at it for the commands to use. | ||
+ | |||
+ | = NPC Combat = | ||
+ | == Heartless Objects == | ||
+ | This system is in place so you don't have to sacrifice your own character for the sake of NPCing a battle, you can use these objects to simulate an NPC and use that as a punching bag or major boss badass monster. To request an NPC heartless or otherwise design one, check [http://tinyurl.com/heartlessmake]. | ||
+ | |||
+ | == Miscellaneous == | ||
+ | * +heartless/create | ||
+ | ** Creates an NPC monster to use for combat, identifying it by a number (ID). | ||
+ | * +heartless/heal/full <ID> | ||
+ | ** Heals the NPC monster fully. | ||
+ | * +heartless/boss <ID>=<PLAYERS> | ||
+ | ** Useful for bossing up the heartless, so they can fight multiple targets. | ||
+ | * +heartless/style <ID>=<STYLE> | ||
+ | ** Switches it to a different 'NPC type'. As much as these may be named after Heartless, they're just intended as stat-outlines for certain groups of monsters, or single monsters. | ||
+ | * +heartless/styles <ID> | ||
+ | ** The list of available NPC types to use with the former command. | ||
+ | *+heartless/setowner <ID>=<PERSON> | ||
+ | ** Changes the owner of the heartless, in case you have to surrender a part of combat to someone else, because you have to head AFK or for any other reason you might think of. | ||
+ | |||
+ | == Attacks == | ||
+ | * +heartless/queue <ID> | ||
+ | ** Checks the queue of the heartless object. | ||
+ | * +heartless/react <ID>=<REACTION>=<PERSON> | ||
+ | * +heartless/<REACTION> <ID>=<PERSON> | ||
+ | ** Uses a certain reaction to a person's attack. Available options are: evade, defend, accept, die, expose. | ||
+ | * +heartless/counter <ID>=<PERSON>=<ACTION> | ||
+ | ** Counters a person's attack with one of the heartless' actions. | ||
+ | * +heartless/health <ID> | ||
+ | ** Checks the health outreading of the heartless. | ||
+ | * +heartless/actions <ID> | ||
+ | ** Checks what attacks the heartless has available. | ||
+ | * +heartless/stats <ID> | ||
+ | ** Checks the stats of the heartless. | ||
+ | * +heartless/attack <ID>=<PERSON>=<ACTION>,<ACTION>,<ACTION> | ||
+ | * +heartless/attack <ID>=<PERSON>,<PERSON>,<PERSON>=<ACTION>,<ACTION>,<ACTION> | ||
+ | ** Has the heartless attack one or more people. | ||
+ | * +heartless/limitbreak <ID>=<PERSON>=<ACTION>,<ACTION>,<ACTION> | ||
+ | * +heartless/limitbreak <ID>=<PERSON>,<PERSON>,<PERSON>=<ACTION>,<ACTION>,<ACTION> | ||
+ | ** Same as above, but this time using a limitbreak! | ||
+ | * +heartless/bursts <ID> | ||
+ | ** Checks what bursts the heartless has available. | ||
+ | * +heartless/burst <ID>=<BURST> | ||
+ | ** Has the heartless use that burst. | ||
= Attack Examples = | = Attack Examples = | ||
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= 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 ==== | ||
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{{:Advancement}} | {{:Advancement}} | ||
− | = | + | = Format = |
== Application Outline == | == Application Outline == | ||
{{:Combat Application Outline}} | {{:Combat Application Outline}} |