#4. Finished Writing States + Block
May 31, 2017
- Finished writing and coding the states (mostly inspired by Final Fantasy Tactics). We categorize all states into three: positive, negative and neutral states.
- Positive states benefit the user.
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Regen heals 12.5% of Maximum HP each turn. Characters with this status will be tinted bright cyan.
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Protect reduces physical damage taken by 33% of the expected damage (the damage reduced is the expected damage, that is, the damage that is sent to the keyboard input window for modifying, not the damage after being modified by the input window)
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Shell reduces magical damage taken by 33% of the expected damage.
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Haste increases the speed of the character by 150%, re-arranging their turn in the game's internal action list order. Hastened characters animate faster.
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Manaregen heals 12.5% of Maximum MP each turn. Characteres with this status will be tinted bright orange.
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Manasave reduces MP cost of magics by 33%.
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Manashield substitute MP instead of HP when taking damage, happens when MP > 1, (Bravery)% of the time.
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Bubble doubles the character's maximum HP as long as the character is affiliated with this status.
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Defending is automatically applied when you select Guard from the actor action menu. Reduces the expected damage from both physical and magical attacks.
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Invisible will render your character unseen and prevent them from being targeted by the enemy. Aside of that, while invisible, any keystrokes sent to the keyboard input window will be considered correct, further supporting 100% action success rate while invisible.
[*]Negative states harm the user.
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KO basically is the state applied to anyone dead/knocked-out.
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Poison decreases 12.5% HP at the end of each turn. The character sprite will be toned dark green.
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Blind will make the text we need to input at the input window invisible (meaning that you'll be presented by a blank input window and have to figure out the keys by bashing keyboard letters).
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Silence will hinder you from using magics, speechcraft, bardsong and basically anything that involves speaking, including ACTing.
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Confusion will make your character act deliriously and attack anyone.
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Sleep will hinder your character from getting a turn and increases the damage taken.
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Paralysis will prevent your character from acting. His step animation will be stopped.
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Stun is when a shock damage is applied and the character is temporarily stunned to the ground. The character's step animation will be stopped.
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Vampire is also considered a death state. Once a vampire, the character will drain anyone's HP, either enemy or ally, and inflict them with the Vampire status. A party loses if all of the members are vampires. The character will be tinted pale magenta.
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Charm allures your unit, forcing them to attack allies instead of enemies.
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Oil doubles fire damage taken. The character will be tinted slightly black.
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Stone means your character is petrified. A party loses if all of the members are petrified. The character will stop animating and stand still while its sprite is tinted completely gray.
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Slow downs your movement speed to 50%. The character's walking animation will slow down.
- (to be continued)
[*]Neutral states neither benefit nor harm the user. [To be written tonight]
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Regen heals 12.5% of Maximum HP each turn. Characters with this status will be tinted bright cyan.
[*]Re-wrote the weapons (some description errors and some imbalanced formulas). I've also added dual wielding capability to some projectile weapons (four crossbows, all types of handguns and sub-machine guns). Projectiles can only be dual-wielded with melee weapons or other projectiles of the same type (you can dual-wield knife and bowgun, but you can't dual wield bowgun and pistol). Furthermore, dual-wielding two projectile weapons will use two bullets (and more if you're using a machine pistol) each time you launch an attack.
[*]Started concepting the armors.
- Positive states benefit the user.
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