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author | Nathanael Sensfelder <SpamShield0@MultiAgentSystems.org> | 2019-08-13 23:25:05 +0200 |
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committer | Nathanael Sensfelder <SpamShield0@MultiAgentSystems.org> | 2019-08-13 23:25:05 +0200 |
commit | 992f5e21d62c14e192b845c589bb498aa6584518 (patch) | |
tree | 629bf27b68310bd30d7a4ae9f847584a5c43800a | |
parent | 5fc352517d82a11fa619a349af9985ae5dffbacf (diff) | |
download | tacticians-design-992f5e21d62c14e192b845c589bb498aa6584518.zip tacticians-design-992f5e21d62c14e192b845c589bb498aa6584518.tar.bz2 |
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-rw-r--r-- | headers/messages.tex | 29 | ||||
-rw-r--r-- | main.tex | 1 | ||||
-rw-r--r-- | src/game_design/attributes.tex | 18 | ||||
-rw-r--r-- | src/game_design/magical_elements.tex | 67 |
4 files changed, 98 insertions, 17 deletions
diff --git a/headers/messages.tex b/headers/messages.tex new file mode 100644 index 0000000..eda07e2 --- /dev/null +++ b/headers/messages.tex @@ -0,0 +1,29 @@ +\IfFileExists{todonotes.sty}{\usepackage{todonotes}}{\usepackage{xcolor}} + +\newcommand{\todomsg}[1]{% + \IfFileExists{todonotes.sty}{% + \todo[inline]{TODO: #1}% + }{% + \textcolor{red}{TODO: #1}% + } +} + +\newcommand{\unimplemented}[0]{% + \IfFileExists{todonotes.sty}{% + \todo[inline,linecolor=blue,backgroundcolor=blue!25,bordercolor=blue]{% + Not implemented yet. + }% + }{% + \textcolor{blue}{Not implemented yet.} + } +} + +\newcommand{\draft}[0]{% + \IfFileExists{todonotes.sty}{% + \todo[inline,linecolor=purple,backgroundcolor=purple!25,bordercolor=purple]{% + Still an early draft. + }% + }{% + \textcolor{purple}{Still an early draft.} + } +} @@ -4,6 +4,7 @@ \input{headers/tikz} \input{headers/math} +\input{headers/messages} \title{Tacticians Online} \subtitle{Design Document} 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} |