Shin
Administrator
PRINNIES DOOD!
Posts: 102
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Post by Shin on Jul 30, 2008 5:23:25 GMT -5
These board include giving your character stats to fight like an RPG.
Turn Order The turn order depends on who are in the two (or more) opposing sides.
Player VS Beast 1.Player's Party 2.Enemy's Party Repeat
In Player VS Player, the turn order depends on Dex. The person with the higher Dex goes first.
1. Person with highest Dex 2. Person with 2nd highest Dex 3. Person with 3rd highest Dex etc, etc, than repeat
Breaking into the Battle If another character joins the battle in the middle, they are automatically place on the end of the turn order after they act.
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Shin
Administrator
PRINNIES DOOD!
Posts: 102
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Post by Shin on Jul 30, 2008 5:28:41 GMT -5
Attacking/Spell Casting When you attack an beast, you take your Atkx2 and subtract it by the beast's Def. Than take the damage and subtract it from the Beast's HP. The Beast will die when his HP reaches 0. (But not always).
Defending When you defend, the amount of damage done to you is cut in halve. Receive only normal damage when hit by criticals.
Critical At the end of your turn, roll a dice that is equal to your Dex. If it is a mutiple of 3 or 7, than all attacks performed do double the damage.
Focus You can decide to save your strength and combine it with the power of your next turn. When you focus one turn, its an automatic Critical, the next.
Combos Each weapon has 3 ways of attack. Each has a Combo Cost, which subtracts from your Dex. You can continue attacking as long as the combine movement cost is equal or less than your Dex. No matter what your Dex is, your automatically begin with a ATKx2 attack, which has a Movement Cost of 0. the method of attacking for each weapon is listed below.
Sword Slash: Atkx2 cc: 25 Hit with Hilt: Atkx3, 25% chance of Dizzy cc:50 Stab: Atkx3.5, 25% chance of Bleeding cc:75
Knuckles Jab: Atkx2 cc:25 Knee: Atkx3, 25% chance of Dizzy cc:50 Throw: Atkx4 cc:75
Polearm Whack: Atkx2 cc:25 Swipe: Atkx3, 25% chance of Dizzy cc:50 Smash: Atkx4, 25% chance of Dizzy cc:75
Gun Shoot: Atkx2 cc:25 Aim: Atkx3, 25% chance of Bleeding cc:50 Trigger Happy: 3 Hits Atkx1.5, 35% chance of Dizzy cc:75
Whip Whip: Atkx2, Radius: 2 cc:25 Crack: Atkx3, 25% Chance of Dizzy Radius: 1 cc:50 Whirl: 2 Hits, Atkx2, Radius: 4 cc:75
Bazooka Fire: Atkx2, Radius: 3 cc: 25 Spread: Atkx1.5 Radius: 5 cc:50 Focus: Atkx4, 25% Chance of Dizzy Radius: 1 cc:75
Magic When using magic, you subtract your Sp, depending on the spell cost of the Extracter (Refer to Spell Breakers thread). You than multiple your Int depending on Extractor, and subtract that by the Beast's (or Beasts' if more than one) RES.
You can a spell at the end of your combo. It costs 50cc.
Other The mod of a field can feel free to add another action for a battle, like 'moving behind the enemy', or jumping onto a rock. This action can be linked to the combos and the movement cost can be as much as the mods wants.
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Shin
Administrator
PRINNIES DOOD!
Posts: 102
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Post by Shin on Jan 5, 2009 21:57:32 GMT -5
Movement&Distance Fields can be a single path type fight. A party can move along this path and run into groups of monsters. (This is optional)
Image Example: |- - - - - - - - - - -|
The path can be any distance(ft) of the mod's choosing, and can have as many enemies as he wants. The position of the monster should be posted before hand.
Size of field: 100 ft Location of Monsters: Beast A: 20/100 Beast B: 20/100 Beast C: 40/100 Beast D: 70/100 Beast E: 100/100
Characters should at 0, the beginning of the field. Any person who have enter after the characters already in, has decided to begin will also start at zero.
Enemies must be within 20ft of eachother to be affected by Radius attacks.
Weapon Distance Weapons also have distance, This is the number the character has to be within to attack the enemy.
Swords: 3 Knuckles: 2 Polearms: 4 Guns: 12 Whips: 7 Bazookas: 14 Magic: 10*
Magic Range Spells can only hit enemies with full power if their within 10 feet of the caster, The further the range from the castor the less damage the spells will do.
10-20: Spell damage will be reduced by 20% 20-30: Spell damage will be reduced by 40% 30&Up: Spells can not be cast from this distance
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