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Topic: Apathy of Angel's Theoretical CBS (huge *** text dump) (Read 2598 times)
drenrin2120
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Apathy of Angel's Theoretical CBS (huge *** text dump)
«
on:
February 27, 2012, 05:44:08 AM »
(18 pages in Microsoft Works
~A Time-Based Battle System and All the Details~
As of May 20, 2010
Specs
80 pixels = width of HUD
80 * 3 + 40 = 280 pixels (Width of screen)
13 pixels = Width across Adrenaline and Timer Bars.
Hero Battle Options
Tactic > > > >Opens> > > Attack (or Tech if in Adrenaline state)
Magic Defend
Items Mekina
Run
_Tactic_
Options for Tactics include the following basic commands optional for every hero in battle:
Attack - A normal attack dealing damage dependant on the user's equipped weapon and their base Strength.
Defend - An option which allows the user to take half physical damage from any attacking foe. This takes up a full turn and does not allow an attack by the hero.
Mekina - Allows the use of Mekina Technology that has been obtained.
_Techs_
Option that replaces Tactics command when a character reaches full Adrenaline. A list of Tech maneuvers that the hero knows will appear under this option if selected. Techs can be used once at full adrenaline. After use, adrenaline drops back to 0.
_Magic_
Allows a hero to use a magic skill provided they have enough MP to do so.
_Items_
Allows a hero to select and use an item.
_Run_
Allows the entire party to run. To attempt to run, the player must hold keys that will be specified later.
Stats
Level
HP
MAX HP
MP
MAX MP
AP
Experience
Attack
Defense
Magic Attack
Magic Defense
Agility
Dexterity
Charisma
*characters and enemies will be referred to as fighters while detailing stats.
Growth Rate must be taken into consideration. This refers to how fast a fighter’s stats increase and by what amount.
Level is determined by experience a fighter has gained. Level dictates the rest of the stats. At different levels, all of the other stats will be different amounts.
HP/MAX HP refers to hit points. HP is a fighter’s current amount of hit points. MAX HP is the maximum amount of hit points the fighter can have. Hit points are reduced by damage sustained during battles. When a fighter has 0 hit points, they are considered to be KO’d.
MP/MAX MP refers to magic points. MP is a fighter’s current amount of magic points. MAX MP is the maximum amount of magic points the fighter can have. Magic points are reduced when the fighter uses magic attacks which each cost a certain amount of magic points to use. When a fighter has less magic points then is required for a magic attack, that magic attack can no longer be used.
AP refers to ability points. These are used in the skill tree system to learn new skills as one advances through various skill branches. AP is obtained when a battle has been won. The amount obtained is determined by the enemies fought. AP is relevant only to the player since enemies have set attacks based on level.
Experience determines the level. Experience is gained by winning a battle and is determined by the enemies fought.
Attack is used in determining damage from normal attacks (weapons and such). The higher the attack, the higher the damage.
Defense is used in reducing damage from physical attacks (weapons and such). The higher the defense, the less damage is suffered.
Magic Attack is used in determining damage from magic attacks (skills). The higher the magic attack, the higher the damage.
Magic Defense is used in reducing damage from magic attacks (skills). The higher the magic defense, the less damage is suffered.
Agility plays a role in determining a fighter’s wait time in battle and escape probability. Agility is also required in determining what kinds of armor can be worn. All armor requires a certain amount of Agility to use.
Dexterity is strictly an item only stat. All weapons and armor have their own Dexterity stats. (see, Item Stats, Dexterity)
Charisma plays a role in determining how successful certain skills are (I.e. stealing, certain status affecting skills, etc.)
Equipped Items
Equipped items have stats. These items improve/reduce the wearer’s stats.
Common Item Stats:
+/- Max HP
+/- Max MP
+/- Attack
+/- Defense
+/- Magic Attack
+/- Magic Defense
+/- Agility
+/- Dexterity
+/- Charisma
+/- Critical Hit Chance
+/- % Resistances
Accuracy (weapons only)
Special affects can be considered an item’s improvement of its wearer’s stats. More specifically, a special affect is an affect of an item other than that on their stats. Common special affects can include but are not limited to:
Half MP Cost
Half time to Adrenaline
Effective on transient foes (allows the ability to hit ghosts and other monsters with transient state.)
Block Critical Hits
Reflect certain magic
Attack twice
Effects all foes (specifically applicable to weapons/mekina)
Magic type attribute
Status Hierarchy and The Other Types
To reiterate, in the beginning of this section, another set of status affects types which are important to battle system functionality were alluded to. Those five types being:
Queue-Line Affect
HP/MP Affect
Command Affect
Targeting Affect
Wait-Time Affect
An actor can have one of each of these but never more than one of a certain type at a time. It’s pretty self-explanatory. The reason this system works is because the different types of status effects in question affect different aspects of an actor’s functionality. They operate separately of each other. We will now go through these types.
Queue-Line Affect:
Any status affect that alters a person’s position on the queue line. This includes, stun(1), sleep(2) and paralyze(3). KO (4).
HP/MP Affect:
Any status affect that alters a person’s HP/MP stats gradually at a certain %rate or specific rate. This includes: Poison(1), Infected(2), Purge(3), Drain(4),Chronic(5), and Cypher(6).
Command Affect:
This includes any status affect that alters a person’s ability to use certain commands. This includes: Silence(1), Items Lock(2), and Tech Lock(3).
Targeting Affect:
Any status affect that affects the ability to strike a desired target. This includes: Confuse (1), Berserk (2), Blind (3) and Drunk (4)
Wait-Time Affect:
Any status affect which helps or hinders an actors wait-time. This includes: Haste or Slow.
-----------------
Only Queue-Line, Targeting, and Command Affect are instrumental in determining Q-Line Judgement. What this means is that only these types of Status ailments can affect an actor even after they’ve placed a command. Wait-Time and HP/MP Affects do not have an affect on commands on the queue-line. Of course, poison, Infected, or Drain could KO a person, but KO is the status checked for before executing a command.
Now that we have divided up the different kinds of status affects, there is still a slightly more complex hierarchy at work that must be explained. First, KO is considered a Queue-Line Affect that supersedes everything. All status ailments are null when an actor is KO’d. Only the KO status affect remains, indicating the actor has 0 HP.
Paralyze supersedes Targeting affects. If an actor has a Targeting Affect and is afflicted with Paralyze, that targeting affect becomes null.
Sleep is broken when any other status affect is introduced.
Haste and Slow are broken by the occurrence of Queue-Line and Targeting Affects.
HP/MP affects are constant and can only be broken by an item, a skill, or another HP/MP affect.
Command Affects are constant and can only be broken by an item, skill, or another command affect.
Stun cannot be superseded by any other Queu-Line status affect except KO.
Definitions of Status Affects
Normal - state of balance. Nothing is hindering/helping the actions of the character/enemy.
Stun - momentary paralysis. The afflicted is unable to execute a command for 5 seconds. If a
command for the afflicted is waiting on the Queue Line, the command is removed and the
the player/enemy must select another command after the character has recovered. Wait-Time
is halted during the duration of affliction. If character is afflicted while a command is
being selected, the menus are closed and the player is forced to choose another character
or wait for another character's Time-Bar to be full.
Sleep - state of inactivity. One afflicted with sleep cannot execute a command. There is a chance
of recovering from this affect every 5 seconds and every time the afflicted takes damage.
An antidote can be used to rouse the afflicted to consciousness. The afflicted's
Wait-Time is unaffected, commands on the queue line are taken off and a new command
must be chosen. If character is afflicted while a command is
being selected, the menus are closed and the player is forced to choose another character
or wait for another character's Time-Bar to be full.
Blind - loss of accuracy. The afflicted's Hit percentage is cut in half.
Poison - slow recurring damage. Every two seconds, the afflicted suffers damage equal to
1% of their max HP. KO can be afflicted due to loss of HP.
Infected - fast recurring damage. Every .5 seconds, the afflicted suffers damage equal to 1% of their
max HP. KO can be afflicted due to loss of HP.
Berserk - state of uncontrollable rage. The afflicted will randomly attack foes with a normal
attack. Hit Percentage is cut by 2/3. If character is afflicted while a command is being
selected, the menus are closed and the player is forced to choose another character or
wait for another character's Time-Bar to be full. Commands on queue-line are replaced with
normal attack commands. Berserk can be removed with an item. 50% chance of recovering after
each time the afflicted attacks.
Confused - momentary loss of mind. The afflicted will randomly attack allies and/or self. Damage
is cut in half. If character is afflicted while a command is being selected, the menus
are closed and the player is forced to choose another character or wait for another
character's Time-Bar to be full. Commands on queue-line are replaced with normal attack
commands with random targetting. 50% chance to recover after each time the afflicted attacks.
Purge - slow recurring MP loss. Every three seconds, the afflicted's MP is reduced by 1 point.
Drain - Slow recurring HP and MP loss. Every 2 seconds, the afflicted’s HP is reduced by 1% and their MP is reduced by 1 point. This ailment can only be afflicted when the actor is already afflicted with Infected or Purge, then is afflicted with Purge or Infected, respectively. For example, an actor would come down with Drain if he or she was infected and then came down with Purge. Drain can not be cured and is a slow death sentence. Only Cypher or Chronic can remove Drain.
Chronic - slow recurring HP gain. 1% every 5 Seconds
Cypher - slow recurring MP gain. 1% every 5 seconds
Silence - the afflicted's magic skills are sealed, they can no longer use magic. If magic is being
selected at the time of affliction, the menu is closed and sealed. Commands on queue-line
are executed to the point where a message pops up saying the afflicted failed to use
such and such magic because they are silenced. The afflicted must wait required time
before attacking again.
Drunk - all stats are cut in half. The afflicted randomly attacks the foe with 0 Hit percentage.
If character is afflicted while a command is being selected, the menus are closed and the
player is forced to choose another character or wait for another character's Time-Bar to
be full. Commands on queue-line are replaced with normal attack commands.
Paralyze - state of immobility. The afflicted cannot execute commands, any command on the Queue
Line is removed and not added back after the afflicted is cured. Wait-Time is reduced to
0. If all characters in the party are afflicted with Paralyze, it's gameover. If all
enemies are afflicted with paralyze, the battle has been won. If character is afflicted
while a command is being selected, the menus are closed and the player is forced to
choose another character or wait for another character's Time-Bar to be full.
Haste - Target’s wait time is reduced.
Slow - Target’s wait time is increased.
KO - the afflicted's HP is equal to 0. All commands are removed from the queue line,
no further commands are allowed, Wait-Time is reduced to 0. If revived, the afflicted's
Wait-Time starts at 0. If all characters in the party are afflicted with KO, it's gameover.
If all enemies are afflicted with KO, the battle has been won.
Slow Player or monster glows red
Haste Player or monster glows yellow
Chronic Player or monster glows green
Cypher Player or monster glows blue
Form Types and Magic Types
Form Types
Aura
Transient
Physical
Form Types Hierarchy
Aura > Transient > Physical
As you can tell, the Form Types Hierarchy is not a cyclical hierarchy. Physical is the most common form type. The entire hero party is in the Physical state. Monsters will appear in either Physical, Transient, or Aura states. Attacks are given forms as well. All magic attacks are considered to be in an Aura state. All normal attacks (I.e., with a weapon, techs, or monster’s extremities) are in a Physical state. Physical attacks are ineffective against Transient beings. Aura attacks are effective against Transient beings. Transient attacks are rare but do occur and are only performable by Transient beings.
Here’s the confusing part, attacks can solely be either the Aura, Transient, or Physical state, in which cases the Forms Hierarchy will dictate their effectiveness against the form type of their target. Magic attacks however, are always considered to be an Aura state attack with a Magic type attribute. There are two subcategories of Magic types.
Elemental Magic Types
Thunder
Water
Fire
Ice
Wind
Earth
Elemental Hierarchy
Electric > Water > Fire > Ice > Wind > Earth > Electric
Specific Magic Types
Mystic
Cosmic
Kinetics
Nature
Wild
Specific Hierarchy
Mystic > Cosmic > Kinetics > Nature > Wild > Mystic
Ultimek > Everything
Ultimek magic type advantage is that nothing can resist it. On the flipside, nothing is weak against it.
Magic Type Attributes
This applies to foes who have special type attributes outside of the normal Aura, Transient, or Physical. Let’s say we have an aura being made out of fire…. A fire goddess or something lame like that. They wouldn’t JUST be of an Aura state, if you hit them with a water magic attack, they’re gonna fizzle out and die, right? So that means that they’ve also got Fire Type attributes.
Monsters can only have two magic type attributes, and they can not be from the same subcategory. (I.e. two elemental magic types.) In certain cases, depending on the background information of the foe, other affects may take place (such as absorption of certain magic types, resistance/weakness to more than one magic type, or a complete deviation from the hierarchy.)
Attack Types
Not only do monsters/foes receive magic type attributes, but so do their individual attacks. This will later bring us to the Skill Tree. Obviously, a magic attack called Flaming Fire of Heat is going to have fire attributes and not Earth attributes. There are the basic magic attacks of which their magic attribute should be obvious and then there are the magic attributes of things like weapons, mekina weapons, monster/foe special attacks, etc. These things can have magic attributes, but not always. Certain weapons and mekina technology will have magic attributes. For example, a weapon called The Really Hot Staff of Hellfire, is going to have a fire attribute. Any normal attack made with this staff would be treated as a normal attack with a fire magic type attribute. This means whacking Poseidon with this little gem is only going to land you in a world of KO… -_- terrible joke, I know. But the point is made.
Time-Based System
The proposed CBS would be time based. Depending on the hero's speed stat, the hero would have to wait for the time bar to fill up in order to attack. No monster or player shall attack faster than every 5 seconds or slower than every 7.5 seconds unless afflicted with Adrenaline or Haste, in which case Adrenaline would allow the player to wait half the time, while Haste will allow the player to wait 3/4 of the time. Monster attack rates can be buffered by random or timed “null” attacks. For example, things like observe, scan, charging, etc. Null is referring to a pseudo-attack. If a monster were to observe the battlefield, they wouldn’t be doing anything tangible, but it would take up time, giving the player a bit of a handicap that could prove necessary if attacking everything 5 seconds proves too much and will give the monster some pseudo-AI.
Each hero's Agility will be pitted against the Enemy Party's average agility (which is attained by averaging all the enemy's Agility into one number) Suppose y equals the difference in percent, x is equal to the enemy party's average Agility and z is equal to the hero's agility. The equation would be as follows:
y=(z-x)(100)/Z
EXAMPLE A1: Hero has more agility than enemy party's average agility.
If x=50 and z=60 then,
y = (60-50)(100)/60
y = 1000/60
y = 17 NOTE: rm2k3 rounds up and does not use decimals. This is why we multiply by 100.
17 is the percent difference.
EXAMPLE B: Hero has less agility than enemy party's average agility.
If x=60 and z=50 then,
y = (50-60)(100)/50
y = -1000/50
y = -20
PROOF OF CONCEPT
17% = .17
60(.17) = 10.2
10.2 + 50 = 60 NOTE: Given the rounding, the answer will not always be perfect.
In this case it was right on.
-20% = -.20
50(-.20) = -10
60-10 = 50
THE USAGE OF PERCENT DIFFERENCE
If both the hero Agility and the enemy party's agility average are the same, than both the hero
and the enemies would have to wait the same amount of seconds (provided the enemies had the same
agility). The amount of time one must wait can deviate up to 50 percent from the default wait time.
The default wait time is 5 seconds. That means, the fastest a player or enemy can attack is within
2.5 seconds and the slowest a player or enemy can attack is within 7.5 seconds.
First, y is divided by 2. This reduces the affect of the percent difference, which would otherwise
be massive even in small agility differences. If after this divsion process, y < -50, y is
automatically set to -50. If y > 50, y is automatically set to 50. Wait time can now be calculated.
EXAMPLE A2:
x = 50, z = 60, and y/2 = 9 (due to rm2k3 rounding up)
500-[(500*y)/100)]
(500*9)100
4500/100
500-45
=455
From this we can determine the hero would have to wait 4.5 seconds before being allowed to attack.
Again, since decimals are not allowed in rm2k3, we must find other methods. A looping event adds 10
to a variable every .1 seconds. This allows it to count up to 4.55, which would indicate that 4.55
seconds had passed by. We can also use this variable as a whole for the time bar to fill up by.
EXAMPLE B2
x = 60, z = 50, and y/2 = -10
500-[(500*-10)/100]
(500*-10)/100
-5000/100
-50
500-(-50)
=550
From this we can determine the hero would have to wait 5.5 seconds before being allowed to attack.
The full equation would look like this, where y = [z-x(100)]/Z,
x is equal to the enemy party's average Agility and z is equal to the hero's agility.
500-[(500*{[z-x(100)]/Z})/100)] = the time to wait.
-----Timer Steps-----
1) y=(z-x(100))/Z
2a) If character is afflicted with Haste: t = 300
2b) If character is not afflicted with Haste or Slow: t = 500
2c) If character is afflicted with Slow: t =700
3) y/2=P
4) t-[(t*p)/100)]
5) If afflicted with Adrenaline t/2
Items
The LIST PROBLEM
For items, magic and techs, there's a problem that presents itself when listing them in a custom
menu. Not every player will have all the items, magic or techs. This presents gaps in the list
where items, magic and techs the player doesn't have should be. To avoid this, a "variable Id slot"
system is implemented.
Each item is assigned a variable ID, 1 through infinity. These ID numbers represent slots in the item
selection screen. For example, if you have potionx5, tonicx1, golden phoenix cupx2, and Red Herbx17,
potion would be assigned ID slot 1, tonic ID slot 2, golden phoenix cup ID slot 3, and Red Herb ID
slot 4. They would appear in this order, one after the other. This avoids the "list problem".
They are assigned through a system of conditional branches checking to see what items, magic or
techs have been assigned an ID and which have not, starting with ID slot 1 being filled. This a
simple process of elimination. When an item, magic or tech is assigned an ID, a switch specific to
that item, magic or tech is flipped ON. This prevents the system from assigning an Item, magic, or
tech to more than one ID Slot.
NOTE: Item arrangement could also theoretically be customized by the player. i.e., they'll be assigning
Variable ID Slots to items. Also, preset item arrangement options could be allowed. i.e., "Items first,
weapons first, armor first, battle items first, etc." This system would be implemented in the menu screen
and could used inside and outside of battle.
At the end of the battle all variable ID slots are set to 0 and all item, magic or tech specific
switches are turned OFF. The system repeats itself before the beginning of each battle. If a player
finds a new item, tech or learns a new magic skill in between battles, the new item, magic, or tech
will be assigned an appropriate ID slot. This also assigns different ID slots to all following items,
magic, or techs that have not been assigned ID slots.
No switch is necessary to ascertain whether or not a player has acquired a certain Item, Tech, or
magic because there is an option under "conditional branches" called "Have Item" or "Have Skill"
(which can be used for both Magic and Techs." (THIS IS AN RM2K3 option and must be revised for stencyl)
ITEM AMOUNTS
Returning to the example of a player having the following items...
potionx5, tonicx1, golden phoenix cupx2, and Red Herbx17.
you will notice the number after the x, "x" referring to "times" where the name of the item is
referring to "1" of that item. Simply put, Potionx5 is the same as 1(potion) x 5 = five potions.
...I guess that didn't need to be explained. Moving on... Through a system of module events, the
number of Items had is reduced to two digits. The tens digit, and the ones digit. If the number of
items had is less than 10, the tens digit would equal 0. This digit is never displayed considering
the max numbers of items allowed is 99.
Take Red Herbx17 for example. The tens digit would be 1 and the ones digit would be 7. These digits
would be displayed next to each other as "17". This allows the use of only 10 digits pictures,
0 through 9. Instead of 99 individual pics 0 through 99. The downside is, each item requires 3
pictures to be displayed properly as opposed to 2.. The upside is, the amount of coding needed is
dramatically reduced. At this time, when displaying items, there are 7 number pictures not in use.
(The HP and MP pictures that would be displayed for the character trying to use an item, that are
now not visible due to the item screen being displayed over their stats.) As well as 1 status display
picture.
ALSO, damage pictures could be used THEORETICALLY. As no attacks will be allowed while a player is
selecting a magic, tech, or item to use. This means there are 15 total available pictures at my
disposal. All 15 may not be needed, however, and using the damage pictures might present problems.
5 rows availabe
5 pictures for item names
2 picture for amount, displayed in a seperate box above items.
Each Item in small size font takes 7 pixels in height a letter, including an empty pixel above the
letters and below the letters, and 6 pixels wide a letter, including an empty pixel space to the right.
The item menu screen is 35 pixels high and 74 pixels wide.
7 * 5 = 35
6 * 12 = 72
The maximum allowable number of items is 5, and the maximum letter length is 12.
The math works almost perfect. These same specifications can be applied to magic display. 12 letters
can fit across length-wise. 3 must be reserved for amount display. One is an empty space seperating
the name of the item from the amount and two for the amount. 9 letters remain for item names.
Golden Phoenix Cup should be changed to Gold Pedals in order to fit in the space allowed.
Other items will have to be changed as well. Magic and Techs have the same limitations since there is
an MP Cost, which is displayed in a seperate box above, but still takes up pixels.
SUGGESTED NAME CHANGES
NEW LETTER TOTAL
White Phoenix Cup to White Pedals 12
Golden Phoenix Cup to Gold Pedals 11
Company Tonic to Company Meds 12
Plaster Tonic to Health Vile 11
Milk Weed to Antidote 8
Fenailya Weed to Vaccine 7
Magic Mushroom to Magic Shroom 12
Cave City Brew to Cave Brew 9
Mountain Spring Ale to Mountain Ale 12
ITEMS ALLOWED IN BATTLE (The following is listed in the order they will be ID'd)
1 Berry
2 Herb
3 Red Herb
4 Tonic
5 Rich Tonic
6 Company Meds
7 Health Vile
8 Max X Tonic
Violet Herb
Maroon Herb
Elixer
Ether
Max X Ether
Angelixer
White Pedals
Gold Pedals
Antidote
Vaccine
Potion
Magic Potion
Magic Shroom
Cheap Brew
Cheap Rum
Pale Ale
Moonshine
Cave Brew
TOTAL = 26
Enemy Setup
-----Decision-----
Enemy decisions will be determined by a variety of different things. The most common will be by
random selection.
EXAMPLE:
Goo has an
80% chance to perform a normal attack
20% chance to just ooze all over the place and do nothing
Other decision making processes will be more concise. Conditional branches that will include,
how many members are in the hero pary, how many ally's are still alive, how much HP does the enemy
have left, how many time has the enemy used a certain attack, is the party resistant to a certain
type of magic, how much HP the hero party has left, what switches are turned on, what variables equal
what... the options are there to create intuitive enemies that do more than attack and ooze all over
the place accomplishing nothing.
Stats
Enemy ID #
Level
HP
MAX HP
MP
MAX MP
AP
Experience
Attack
Defense
Magic Attack
Magic Defense
Agility
Dexterity
Charisma
Magic Attribute(s)
Form Type (aura, transient, or physical)
Equipment (weapon1, weapon2, armor, accessory)
Drop Item
Steal Item
The Queue Line
Queue lines will be used to organized the party's and the foes' party's commands. Only
one monster or party member can execute a command at a time.
EVERY command, whether by a foe or party member, passes through the Queue Line. There are ten spots
in the queue line, ten variable "Queue IDs" for every possible character and monster that could be in
battle. Every time a command is executed, the Queue Line is updated. When a command is decided upon,
whether by monster or party member, they are given an appropriate Queue ID. A Queue ID is the number
in line the command is from being executed, 1 being the first in line, 10 being the last.
That makes TEN variables, "Queue ID 1, Queue ID 2...Queue ID 10", Character IDs and Monster IDs are
assigned to a Queue ID. When the line is updated, Character IDs and Monster IDs will move "up" in
the line.
EXAMPLE: If Samson has a normal attack command and is number 3 in line, when the line is updated,
his Queue ID will become 2.
There will be a pause in between commands being executed. During any time, the execution
of commands or the pause in between, a player may select a new command. The main idea is to select
commands before the foe can make a selection and take a position on the Queue Line ahead of you.
It's important to note that when any command is being executed, timers will NOT stop, and commands
will be continually added to the queue line.
---Modes---
The Queue Line event has two modes. Variable "Q-Line Mode" determines the mode the Queue Line
is in.
-Battle Start = 0
-Queue Line Organization = 1
When the battle starts, the Queue waits for the "green light" to begin organizing battle commands.
Variable "Q-Line Mode" is at 0, at this point. After the "fight" banner pans across the screen,
the enemies have come into view, and a short pause has passed, "Q-Line Mode" is set to equal 1.
In Queue Line Organization mode, the Line awaits commands to process. At any point in a battle,
a command can be assigned a Queue number. The Queue begins backing up when commands are being decided
while one is being executed. Because only one command is executed at a time.
Every .1 seconds or after a command has been executed, the queue line is updated. During this .1
second, any enemy or character who is waiting in line and who has become afflicted with a status
affect, such as KO or Paralyze, that renders them unable to execute the desired command shall be
removed from the list. At this point, the list will jump back to the beginning to reorganize the
Queue Line. A command will not be executed until the Queue Line has been organized without running
into a command that must be removed from the list. Of course, the wait period is still .1 seconds.
This happens to prevent "gaps" in the queue line.
Command Execution is exactly as it sounds. Commands that have moved to the front of the queue line
are executed. In this mode, the Queue Line continues organizing commands while still accepting other
commands to wait in the line. However, no command is executed until the current command being
executed has finished. After a command is executed there is a .5 second pause before the next
command is executed.
QUEUE ID#
1
2
3
4
5
6
7
8
9
10
Damage Calculations
PHYSICAL ATTACK or AURA TECH MADE BY CHARACTERS or MONSTERS
Attack = Attacker's Attack
Defense = Defender's Defense
Attack Equipment = Monster only (total Attack boost of monster's equipment)
Defense Equipment = Monster only (total Defense boost of monster's equipment)
*NOTE: Tech damage is calculated as a physical attack, unless the tech is aura tech. If the
attack is an aura tech, then Attack = Attacker's Intelligence and Defense = Defender's Defense. Aura
techs have the advantage of hitting even transient monsters.
-----STEP 1-----
1A {([Attack+Lv]100)/150}*2 = Damage
-----STEP 2 Random Variance-----
(Attack Variance * Damage)/100
Attack Variance can be anything 1...200. A normal attack is always 95...105. Techs vary.
-----STEP 3 Defense Modification-----
If Ignore DEFENSE option is ON. This STEP is Skipped.
3A Damage - [Defense/2] = Defender's Defense Modifies Damage
If Damage < 0 after this calculation, Damage is set to randomly 0 or 1.
-----STEP 4 Target Defending-----
If target is in a defensive stance: Damage = Damage/2 Skip to STEP 7
-----STEP 5 Target Row-----
Option A: If target is in the back row: Damage = Damage/2 Skip to STEP 7
Option B: If the attacker is in the back row: Damage = Damage/2 Skip to STEP 7
-----STEP 6 Friendly Fire-----
If target is an ally or self: Damage = Damage/2
-----STEP 7 Class Modifier-----
If attack has a class attribute, the following steps are applied. If one of the following conditions
are met, the following conditions are not checked and the the process skips to STEP 8
1 If a resistance is apparent due to an item, magic, tech or natural resistance:
Damage = Damage - [Damage*resist percent/100] Skip to STEP 8
2 If a class attribute absorption is apparent due to an item, magic, tech or natural absorption:
HP Recover = [Damage*absorption percent/100] Skip to STEP 8
Instead of dealing damage, this would recover HP.
3 If a weakness is apparent:
Damage = Damage + [Damage*weakness percent/100]
-----STEP 8 Hit Determination-----
If any one of these conditions are met, the rest of the conditions are skipped.
1 Check if defender is transient (Ghosts for example). If attack is physical, attack misses.
Attack hits a transient foe if the attack is an Aura Tech.
2 Check if a Deflection move is preventing successful hits on the target. Deflection moves
successfully block unblockable moves.
3 Check if the attack is unblockable.
4 If Target is afflicted with Sleep, Blind, Stun, Paralyze, Confused, or Drunk, the attack will
always hit.
5 If the attacker has a Hit Percentage of 100, then the attack will always hit.
6 If Random Value 1...100 > Hit Percentage, the attack misses. For example. If hit percentage is 90,
and the random value is 94, the attack would be considered to have missed. Weapons determine the
accuracy of a normal attack. Techs have predetermined accuracy.
-----STEP 9 Critical Hit Chance-----
NOTE: CritHit Chance is 4/100. It can be adjusted according to equipped items.
1 This STEP is only applicable if the attacker is using a normal attack.
2 If Crit Chance increasing items are equipped:
TRIBAL WAR AX Crit Chance +21
DEATH DEALER Crit Chance +21
Dragoon Bracelet Crit Chance +46
IF Crit Chance is greater than 100, Crit Chance equals 99-100.
3 Attack is Critical if: 1...100 < Crit Chance
4 If Critical is successful: (Damage*250)/100
Basically multiply Damage by 2.5, but again... rm2k3 is gay.
If Damage succeeds 9999, Damage is set to 9999.
MAGIC ATTACK MADE BY CHARACTERS or MONSTERS
OffInt = Attacker's intelligence
DefInt = Defender's intelligence
Spell Power = Damage Spell inflicts
Spell Variance = Any number 1 through 200.
-----STEP 1-----
{([OffInt*3]100)/150} + Spell Power = Damage
If spell power = 0, then Damage is set to 0 and Steps 2 through 6 are skipped.
-----STEP 2 Random Variance-----
(Spell Variance * Damage)/100
NOTE: Spell variances are not commonly as wild as 1...200. A common spell variance would be 95...105,
with 100 serving as a point of origin. No matter what the spell variance, if it equals 100,
the magic attack will not deviate (or variate) from STEP 1.
Spell Variances differ between magic attacks and are predetermined.
-----STEP 3 Defense Modification-----
If Ignore DEFINT is ON, this STEP is skipped.
Damage - [DefInt/2] = Defender's Intelligence Modifies Damage
If Damage < 0 after this calculation, Damage is randomly set to 0 or 1.
Healing Spells use this equation
Damage + [Defint/2] = Ally's Intelligence Modifies Damage
-----STEP 4 Target Defending-----
DEFENSIVE STANCE DOES NOT AFFECT MAGIC DAMAGE
-----STEP 5 Target Row-----
ROW DOES NOT AFFECT MAGIC DAMAGE
-----STEP 6 Friendly Fire-----
FRIENDLY FIRE DOES NOT AFFECT MAGIC DAMAGE. MAGIC DAMAGE IS UNFORGIVING! RAAAAAWR!!!
-----STEP 7 Class Modifier-----
If attack has a class attribute, the following steps are applied. If one of the following conditions
are met, the following conditions are not checked and the the process skips to STEP 8. If the spell
is a healing spell, all these conditions are skipped.
1 If a resistance is apparent due to an item, magic, tech or natural resistance:
Damage = Damage - [Damage*resist percent/100] Skip to STEP 8
2 If a class attribute absorption is apparent due to an item, magic, tech or natural absorption:
HP Recover = [Damage*absorption percent/100] swap signs (+/-) positive numbers become negative, as if it were a healing spell. Skip to STEP 8
Instead of dealing damage, this would recover HP.
3 If a weakness is apparent:
Damage = Damage + [Damage*weakness percent/100]
-----STEP 8 Hit Determination-----
If any one of these conditions are met, the rest of the conditions are skipped.
If spell is a healing spell, the spell will not miss, unless otherwise specified.
1 MAGIC ATTACKS AFFECT TRANSIENT FOES.
2 Check if a Magic Barrier move is preventing successful hits on the target. Magic Barrier moves
successfully block unblockable moves.
3 Check if magic attack is unblockable.
4 If Target is afflicted with Sleep, Blind, Stun, Paralyze, Confused, or Drunk, the attack will
always hit.
5 If the magic attack has a Hit Percentage of 100, then the attack will always hit.
6 If Random Value 1...100 > Hit Percentage, the attack misses. For example. If hit percentage is 90,
and the random value is 94, the attack would be considered to have missed.
If Damage succeeds 9999, Damage is set to 9999.
~~~~~~~~Special Combat Tactics~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-----Escape-----
Enemy's can escape whenever they want. Not so much luck for the party.
Party Average Agility = PA
Enemy Average Agility = EA
Escape Chance = EC
(PA * 100) / EA - Random 1...20 = EC
If EC < 100: Random number 1...100 < EC for a successful escape.
If EC > 100: party successfully escapes regardless.
-----Pre-Emptive Strikes, Ambushes, and Flank Maneuvers-----
If you engage a foe from behind, it is considered a Pre-Emptive Strike.
If you are engaged from behind or by surprise it is considered an Ambush.
If you are engaged from the side, or you engage the foe from the side, there is a chance you will flank them.
All maneuvers, bar flanking, have a ¼ chance of occurring, even when the above conditions are met.
--Pre-Emptive Strikes begin with your party member's time bars full. The enemy's time bar doesn't
begin to fill until the first action against their party is made by a party member. The enemies are also facing the opposite direction. Once an action is made, they all turn to face the party.
--Ambushes begin with your party facing the opposite direction. The enemy's time bars are full and
the party's time bars will not begin to fill up until the first enemy action is made.
--Flank Maneuvers have been removed because reverse animation is not possible outside of the DBS. =\
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