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Diffstat (limited to 'src/game_design/magical_elements.tex')
-rw-r--r--src/game_design/magical_elements.tex67
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}