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Diffstat (limited to 'src/game_design/magical_elements.tex')
| -rw-r--r-- | src/game_design/magical_elements.tex | 67 |
1 files changed, 58 insertions, 9 deletions
diff --git a/src/game_design/magical_elements.tex b/src/game_design/magical_elements.tex index c2b6f86..d5a493e 100644 --- a/src/game_design/magical_elements.tex +++ b/src/game_design/magical_elements.tex @@ -1,10 +1,15 @@ \subsection{Magical Elements} \label{magical-elements} +\unimplemented{} +\draft{} + \begin{figure} \begin{center} -\begin{tikzpicture}[auto,>=stealth'] +\begin{tikzpicture}[node distance=6em] \tikzstyle{primary} = [draw,rectangle]; \tikzstyle{secondary} = [draw,diamond]; + \tikzstyle{opposite} = [densely dotted,latex reversed-latex reversed,thin]; + \tikzstyle{component} = [->]; \node[primary] (WIND) {Wind}; \node[secondary,below right of = WIND] (SNOW) {Snow}; \node[primary,below right of = SNOW] (WATER) {Water}; @@ -14,17 +19,61 @@ \node[primary,above left of = METAL] (FIRE) {Fire}; \node[secondary,above right of = FIRE] (LIGHTNING) {Lightning}; - \draw (WIND) -- (LIGHTNING); - \draw (WIND) -- (SNOW); - \draw (WATER) -- (SNOW); - \draw (WATER) -- (PLANT); - \draw (EARTH) -- (PLANT); - \draw (EARTH) -- (METAL); - \draw (FIRE) -- (METAL); - \draw (FIRE) -- (LIGHTNING); + \draw[component] (WIND) -- (LIGHTNING); + \draw[component] (WIND) -- (SNOW); + + \draw[component] (WATER) -- (SNOW); + \draw[component] (WATER) -- (PLANT); + + \draw[component] (EARTH) -- (PLANT); + \draw[component] (EARTH) -- (METAL); + + \draw[component] (FIRE) -- (METAL); + \draw[component] (FIRE) -- (LIGHTNING); + + \draw[opposite] (FIRE) -- (WATER); + \draw[opposite] (WIND) -- (EARTH); \end{tikzpicture} \end{center} \caption{Magical Elements Wheel} \label{magical-elements-wheel} \end{figure} +Attacks may have an associated magical element. This element would be one +of four primaries: \textit{Wind}, \textit{Water}, \textit{Earth}, or +\textit{Fire}. A status infliction chance, defended against with some other +attribute, is then rolled to see if the effect occurs. If not, nothing special +happens. Otherwise: +\begin{itemize} +\item + If the target has no current element afflictions, it is afflicted with a + level 1 status for that element. +\item + If the target already has an affliction for that element, this affliction + increases in level. Cooldown for that element is reset. +\item + If the target has an affliction for the element facing the one used in the + attack according to Figure~\ref{magical-elements-wheel} (e.g.~\textit{Wind} + and \textit{Earth}), the existing affliction's level is lowered and no new + affliction is added. +\item + If the target has an affliction of another element, not only does it gain + a level of affliction for the attack's element, but it also gains an + affliction corresponding to the element between the two primary elements + shown in Figure~\ref{magical-elements-wheel} (e.g.~\textit{Wind} plus + \textit{Water} also adds \textit{Snow}). +\end{itemize} + +\begin{itemize} +\item + Afflictions for composite elements do not have cooldowns: they disappear as + soon as at least one of the primaries generating it is removed. +\item + The level of the affliction for a composite element is the maximum between + the current levels of the afflictions that generate it. +\item + Having an affliction reach level 0 removes it. +\item + The mechanics described above prevent having more than three elemental + afflictions (two primaries and their composite). +\end{itemize} |


