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NickolausDS edited this page Dec 16, 2011 · 1 revision

WARNING:

###The combat system is Heavily deprecated right now. ###The docs below describe the old combat system, are kept only for reference, and should not be trusted.

= Combat System = The combat system is vital to mud enjoyment, as it is often the best way to represent how powerful the player characters have become. Here we have split the Combat System into two phases: [#rules '''the Rules of Combat'''], which describe the logic of determining the effects of actions performed by players and monsters during combat, and [#battlemode '''Battle Mode'''], which describes how we handle the input, output, and state of the battle within the MUD.

== The Rules of Combat ==#rules Your proficiency in battle is determined by your natural attributes (Strength, Dexterity, Intelligence, Speed, Hit Points, and Magic Points) as well as your equipment and learned skills. Over time you can increase your natural attributes and learned skills through training and experience, and you can discover, buy, or create better weapons and armor. === Attributes, Bonuses, and Penalties === Your natural attributes provide bonuses when attempting acts related to that attribute. For example, Intelligence works as a bonus towards magic, where Strength is useful for carrying heavy items or doing damage with weapons. During character creation you can pick which attributes to focus on, thereby determining your character's forte.

  • Strength: Determines weight you can carry(maybe?), Damage bonuses, Strength-based skills, and Hit bonuses(maybe?)
  • Dexterity: Determines Dodge bonuses (Evade), Hit bonuses(maybe?), chance of critical hit(maybe?)
  • Intelligence: Determines the power of spells, gives bonuses to magic power (amount of mp you can use at once) and magic regeneration.
  • Speed: Determines how many attacks your character gets.
  • HP: The amount of damage your character can take before dieing.

Determining the success of a hit, or the effectiveness of an attack is based on the character's Roll, and any bonuses or penalties that may apply. We keep track of the sum of these bonuses and penalties as their own values described below:

  • Evade (helps you avoid being hit, works as a penalty against an opponent's attack roll).
  • Absorb (The amount of damage that is absorbed or deflected by armor or shields. May be different for different damage types).
  • Hit (The bonus to the attacker's Attack Roll).
  • Damage (The bonus to the attacker's damage roll on a successful hit).

Of these four, all start at zero (0) and their total is the sum of their related bonuses, with the exception of Evade. Evade starts at 8 and then has it's bonuses or penalties applied.

=== Number of Attacks === Your attack rate is {{{ATK = 1 + (SPD / 5)}}}. At the end of each round your attack gauge will increase by your attack rate, and this will determine the number of attacks you can perform that round. Character default attack (hit enemy with currently equipped weapon, or fists if unarmed) has a cost of 1, but some special attacks may cost more or less.

Example:BR A Fighter named Joe has an empty attack gauge (0). Until the end of the round he may type in any attack commands, and they will be added to his attack queue. At the end of the round his ATK is added to his attack gauge. If he has a SPD of 2, then his gauge is now 0 + (1 + 2/5) or 1.4. If he does a regular attack (cost: 1) then his gauge would be 0.4, and he is done for this round. At the end of the next round his gauge would increase by 1.4 again, and it would be 1.8. After he attacks it would be 0.8. On the third round it would increase to 2.2, allowing him two attacks that round, and then leaving his gauge at 0.2.

== Battle Mode ==#battlemode

When a character enters battle mode, they gain access to a new set of commands, called Battle Commands. These Commands are actions that will directly affect the battle, and so are not actually executed when the user types them, but at the end of the round. Each round should be about 5 seconds... enough to type in one or two commands, but not so much that they have to wait a while.

Characters in a battle are always in two teams. Each team may have any number of allies/members, but they must be in a party, or they must be invited to that team by a current member. The battle is over when one of those teams has no active members. For instance: Team_A is made up of two goblins, and Team_B is made up of a fighter and a wizard player characters. If one of the goblins gets killed, Team_A has only one active member. If the remaining goblin gets killed, or runs away, then Team_A has 0 active members, and Team_B would be declared victorious.

=== Battle Commands === The player could enter one or more of these commands in the wait time of each round. When they enter the command, it is parsed, verified, and add if their are now typos or syntax errors, it is added to that character's attack queue with a response of "{{{Action added to queue}}}" or something similar. If their are errors, such as not specifying a target, a hint would be returned as the response, like "{{{Who are you casting Fireball at?}}}" or for syntax errors "{{{I don't understand 'cas tfreball a tgobiln'}}}".

  • '''Run''' That character will attempt to flee the battle at the start of their next turn. They must specify a direction as they would with the "Go" command. As soon as the round ends, and that character is given their turn, they will leave the battle and enter the room in the direction specified. Certain status effects can make running impossible (sleeping or paralyzed characters could not run, for example).
  • '''Cast''' The character will attempt to cast a spell. If the character does not have enough MP when the character's turn comes up, we need to pick one of the following actions to happen. Either:
  • The spell will fail, and they wasted a turn.
  • The spell will succeed, but will only be as powerful as the proportion of the used MP to the regular cost. If a spell costs 4 MP, and character only has 2 MP, spell is only 1/2 as powerful as usual (if MP is 0 spell will fizzle).
  • The character will go into a "charging" mode, where they use up their attack gauge, but greatly increase their MP regeneration rate. They will charge until they run out of AP in their attack gauge, or they have enough MP to cast the spell. If they run out of AP they will keep charging on their next turn. Once they have enough MP, they will wait until they have enough AP to actually cast it. If they already have enough AP, then they will cast it immediately.
  • The Casting will be skipped with a "{{{not enough MP}}}" message, and the next action in the queue (or default attack) will take place instead.
  • '''Attack''' This is the same as your default attack, but will allow you to specify which target to attack. This also changes your default target, so if you don't specify a target in your next action, this target will be picked (if they are still alive).
  • '''Use''' Use an item you have equipped or in your inventory. This can activate special attacks/spells in wands, scrolls or weapons. Will also work as a synonym for "Eat" or "Drink" if the item is edible.
  • '''Bash''' Special attack. This costs 1.5 AP, and performs a normal attack, but doubles your strength bonus for that attack.

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