Editing AnglerStudios:Battle System

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Back to the [[AnglerStudios:Main_Page|Main Page]].
 
Back to the [[AnglerStudios:Main_Page|Main Page]].
 
= The Proposed Battle System =
 
 
To see our friend the Battle System please go here: [[AnglerStudios:Battle_System/Combat_Screen|Combat Screen]] (under construction, I'll do it in the next few days/weeks, I hope.)
 
 
 
=Battle System Design Issues=
 
=Battle System Design Issues=
  
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And I reckon we could have more than one type of spell - one which cures only one effect, and one which clears everything, good or bad.  And perhaps one that erases one at random?
 
And I reckon we could have more than one type of spell - one which cures only one effect, and one which clears everything, good or bad.  And perhaps one that erases one at random?
  
[[User:RichardS|RichardS]] 00:35, 18 July 2006 (PDT)
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[[User:RichardS|RichardS]] 00:34, 18 July 2006 (PDT)
 
 
Hmm... every RPG I've ever played seems to have a spell for each status effect, so I assume we're going to do that too anyways... but adding one uber-status repair spell that can backfire could be fun :)
 
 
 
Another idea for this sort of thing is, admittedly, something I saw in WoW but its still cool. Basically they group their status effects in different ways... like there are different types of poisons that can be removed with the cleanse poison spell... many types of diseases that can be removed with cure disease... and a spell that works on all of the same type.
 
 
 
Only thing is that we probably wouldn't have enough status effects to warrant that... unless we created multi-purpse spells that cleaned say... 3 effects but ONLY if they were of 3 selected types... (say one that can cure poison, drunk and paralyse, and a different one to dispel sleep, confuse and slow or something like that).
 
 
 
[[User:Natoli|Natoli]] 20:25, 1 August 2006 (PDT)
 
 
 
 
 
Some quick, good points on stats, especially ''poison'':
 
* Poison should take a percentage of your health off per 'tick'/turn, rather than a fixed amount. This makes it always affect your characters the same.
 
* Natoli suggested that we have a minimum health level where Poison cannot kill your character for a few turns, since that can be a particularly frustrating thing to happen. So, say Poison takes 3% of your HP per turn, if you are on 3% or less of your max HP when  Poison goes to do it's thing and subtract the 3%, it instead adds one to, say, a 'grace' counter, and doesn't subtract HP. Just an idea.
 
 
 
--[[User:G01d HaCkEr|g01d_HaCkEr]] 20:32, 1 August 2006 (PDT)
 
 
 
I reckon those are all good ideas.  I'm just wondering if we want Poison to affect Characters equally at any level or not - I mean, we could argue that the stronger you are, the longer you can hold out. I'm not fussed, though.  I particularly like the 'cure poison' curing poison, drunk and paralyse and all other logically connected effects.
 
 
 
[[User:RichardS|RichardS]] 00:53, 6 August 2006 (PDT)
 
  
 
=Levelling and stat increases=
 
=Levelling and stat increases=

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