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author | nsensfel <SpamShield0@noot-noot.org> | 2018-11-05 13:41:47 +0100 |
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committer | nsensfel <SpamShield0@noot-noot.org> | 2018-11-05 13:41:47 +0100 |
commit | e33ef0de3f8675dd7ebf2c329404958458da6f61 (patch) | |
tree | 082c9b5285baf2cdafefc37ae18453971a05ce44 /other | |
parent | ee93ca91e98610e75ae54060750cf177203de759 (diff) |
Adds thoughts on the skills system.
Diffstat (limited to 'other')
-rw-r--r-- | other/skills.txt | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/other/skills.txt b/other/skills.txt new file mode 100644 index 0000000..c070bd2 --- /dev/null +++ b/other/skills.txt @@ -0,0 +1,87 @@ +Characters have an SP gauge. It starts empty. +To be decided: is the capacity of the gauge linked to a (new) stat, or is it + simply a way to measure how much SP is required before the skill can be cast + (i.e. it has exactly enough for one cast). + +SPs are gained from participation in an attack. The attacker gets 1 point per +attack (which should make being able to do two attacks per turn worthwhile), +1 point for a parry, and, possibly (to be decided), 1 point when defending +(maybe % chance? This reduces the importance of double hits). + +Each character has exactly one skill, which is chosen like any other part of +their equipment. Skills have infinite range, and are casted on a single target +(faction is not taken into account). The use of a skill counts as an action +(i.e. it replaces either switching weapons or attacking). + +Multiple variants of the same skill allow players to select a more costly skill +for an increase in either power (Alpha variant), duration (Beta variant), or +both (Gamma variant). The increase should not be linear (e.g. 2 times the power +costs 175% of the default version). The X Gamma variant combines the advantages +of the Beta and the Alpha versions. It obviously costs way more than either of +them. + +Ideas for some skills: +* Attack Anywhere: + The caster performs an attack on the target with their current weapon, + regardless of where that target is. + +* Shields Up {D, A0, A1, B0, B1, G0, G1}: + Target benefits from {D: 25, A0: 50, A1: 75}% damage reduction for + {D: 1, B0: 2, B1: 3} turns. + +* Static Heal {D, A0, A1, A2, A3}: + Target heals for {D: 20, A0: 40, A1: 60, A2: 80, A3: 100} HPs, if nothing + prevents it. + +* Percentage Heal {D, A0, A1, A2, A3}: + Target heals for {D: 15, A0: 25, A1: 35, A2: 50, A3: 65} percent of their + maximum HPs, if nothing prevents it. + +* Healing Over Time {D, A0, A1, A2, A3, B0, B1, B2, B3, G0, G1, G2, G3}: + Target gains a {D: 4, B0: 6, B2: 8, B3: 10} turns duration status that heals + them for {D: 6, A0: 12, A1: 18, A2: 24, A3: 30} HPs. + +* Dispel {D, A0}: + Target loses {D: a random, A0: all} active status(es). + +* Redirection: + Target and caster swaps all their active status. + +* Overload {D, A0, A1, B0, B1, G0, G1}: + Target gains a {D: 1, B0: 2, B1: 3} status providing a {D: 5, A0: 10, A1: + 20}% damage increase per active status (including this one) when attacking. + The count is done during the attack, not during the cast. + +* Trickster {D, A0, A1}: + Target and caster swaps {D: secondary, A0: active, A1: all} weapon(s). + +* Confusion: + The target equips their secondary weapon. + +* Vampire {D, A0, A1, A2, B0, B1, B2, G0, G1, G2}: + Caster gains the "Vampire" active status. The Vampire status lasts + {D: 3, B0: 6, B1: 9, B2: 12} turns and, for melee attacks: grants + {D: 10, A0: 15, A1: 20, A2: 25}% life-steal, and adds the Vampire status + to the defender (with a reset duration). + +* Teleportation: + The caster is teleported to the target tile, if applicable. + +* Switch: + Caster and target swap locations. + +* Mark Target {D, A0, A1, A2, B0, B1, B2, G0, G1, G2}: + The target gains an active status, "Target", that increases the critical + chance and precision of attacks it receives. The status lasts {D: 1, B0: 2, + B1: 3, B2: 4} turns, and increases chances by {D: 15, A0: 25, A1: 35, A2: 45} + points. + +* Petrify {D, B0, B1}: + The target becomes inactive and invulnerable for {D: 1, B0: 2, B1: 3} turns. + +* Sacrifice {D, A0, A1, A2, A3}: + Target gains <cost of the skill> SP points. + +* Denial {D, B0, B1, B2}: + Target is unable to gain SP points from attacks, parries, or defenses for + {D: 2, B0: 4, B1: 6} turns. |