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Diffstat (limited to 'src/game_design')
| -rw-r--r-- | src/game_design/attributes.tex | 18 | ||||
| -rw-r--r-- | src/game_design/magical_elements.tex | 67 | 
2 files changed, 68 insertions, 17 deletions
| diff --git a/src/game_design/attributes.tex b/src/game_design/attributes.tex index ad193de..fd81b65 100644 --- a/src/game_design/attributes.tex +++ b/src/game_design/attributes.tex @@ -1,14 +1,16 @@  \subsection{Attributes}  \label{character-attributes}  \begin{description} -\item[Accuracy] \ldots -\item[Critical Hit Chance] +\item[Accuracy (0--100\%)] Likeliness to hit a still target. +\item[Critical Hit Chance (0--100\%)]     Likeliness for each attack to be a critical hit (see~\ref{critical-hit}).     From 0 to 100\%. -\item[Damage Modifier] \ldots -\item[Dodge Chance] \ldots -\item[Double Hit Chance] \ldots -\item[Health Points] \ldots -\item[Movement Points] \ldots -\item[Parry Chance] \ldots +\item[Damage Modifier (0--300\%)] Multiplier for the damage. +\item[Dodge Chance (0--175\%)] Likeliness to dodge someone targetting you as if +you were standin still. +\item[Double Hit Chance (0--100\%)] Likeliness to perform a follow-up attack. +\item[Health Points (1--500)] Maximum health points. +\item[Movement Points (8--200)] Amount of movement points available every turn. +\item[Parry Chance (0--100\%)] +   Likeliness to perform a parry, should the circumstances allow it.  \end{description} 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} | 


