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 TOTAL REVAMPING

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.sickling.
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Number of posts : 1084
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PostSubject: TOTAL REVAMPING   TOTAL REVAMPING EmptyWed Feb 24, 2010 6:02 am

Almost every single thread in this forum contains outdated and unusable data, information, and ideas. Therefore, I am scrapping them, and starting fresh in this thread. Can the moderators go through all the other threads in this forum and mark everything with the following label:

OLD

Please? This will make everything easier.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Physical Damage Formula (approved)

[A(B)4+C]-[D(E)3]+/-A](F)
H


A = Attacking character's Lvl
B = Attacking character's STR
C = Additional damage (if using a skill)
D = Defending character's Lvl
E = Defending character's DEF
F = If the attack is a critical hit, F = 2 (If not, F = 1)
H = If the attack is weak (for some reason), H = 2 (If not, H = 1)


Magical Damage Formula

[A x (1~1.5) x B] - (C x D)

A = User's Level
B = Power of spell
C = Defender's Level
D = Defender's DEF


Evasiveness Formula (preliminary)

If attacking character's SPD is higher than defending character's SPD = 100% chance of hitting

If attacking character's SPD is equal to defending character's SPD = 100% chance of hitting

If attacking character's SPD is lower than defending character's SPD, the following formula is used:

(A/B)100 = X

X = percentage of hitting


Critical Hit Formula (preliminary)

[A+(2B)+(3C)+(5D)] = F

A = High critical hit ratio of attack (certain attacks critical hit more often)
If applicable, A = 1
If not, A = 0

B = Item bonus (certain items grant an extra chance of critical hit)
If applicable, B = 1
If not, B = 0

C = Inherent value (some characters have extra chance of critical hits)
If applicable, C = 1
If not, C = 0

D = Focused (A certain skill will heighten critical hit ratio)
If applicable, D = 1
If not, D = 0

If F = 0, critical hit ratio is 1%
If F = 1, critical hit ratio is 5%
If F = 2, critical hit ratio is 5%
If F = 3, critical hit ratio is 7%
If F = 4, critical hit ratio is 7%
If F = 5, critical hit ratio is 10%
If F = 6, critical hit ratio is 10%
If F = 7, critical hit ratio is 15%
If F = 8, critical hit ratio is 17%
If F = 10, critical hit ratio is 20%
If F = 11, critical hit ratio is 40%

This may or may not be used. This concept is highly complex.

Flee Formula

Coming soon!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Stats:

STR/ATK = Determines (physical) damage
DEF = Determines how much damage is absorbed from an attack (some attacks ignore this value)
SPR = Value required to use skills. Using any skill depletes SPR
SPD = Determines evasiveness and turn order

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Last edited by .sickling. on Tue Mar 23, 2010 4:37 am; edited 11 times in total
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PostSubject: Re: TOTAL REVAMPING   TOTAL REVAMPING EmptyWed Feb 24, 2010 6:10 am

APPROVED ENEMIES:

-BASIC ARC SHADES-
Ink Blot

A Large primitive shade that still roams the world. Although the shades were eliminated from the human world, these still seem to stick around. Their attack power is usually low and can easily be dispatched, however, if they swarm you, they can easily overwhelm even the best of fighters. They are birthed from the hundreds of thousands of InkPots still buried and wandering the globe.

Ink Pot

A very large Shade mother in a sense, it births baby shades and InkBlots. It still feels as though it can take over the human world, so it reproduced indefinately. these are very hardy enemies and can move fairly quckly for their massive side. Their skull is also very hard and it will use it to crush the opponent.
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PostSubject: Re: TOTAL REVAMPING   TOTAL REVAMPING EmptyThu Feb 25, 2010 3:16 am

STATUS EFFECTS

These effects cannot stack, but can accumulate.

Basic
(These effects are erased at end of battle. An effect of opposite polarity will override the previous effect and apply its effect:

Ex. Player has - Attack, but is buffed with + Attack. - Attack disappears and is replaced with + Attack.)

(These effects only last for 2 turns.)

- Attack: All damage output is reduced by 50%

- Defense: DEF is lowered by 25% total DEF

- Speed: SPD is decreased by 50% total SPD

+ Attack: Damage output is increased by 20%

+ Defense: DEF is increased by 25% total DEF

+ Speed: SPD is increased by 50% total SPD

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Uncommon

(These effects last until they are cured)

Enervated: ATK/STR is reduced by 50%

Poison: At start of the character's turn, said character loses 10% of his/her/its total HP

Burn: At the start of the character's turn, said character loses 5% of his/her/its total HP, damage output is decreased by 10%

Focused: Critical hit ratio increases

Distracted: Critical hit chance becomes 0%

Muted: Affected character cannot use any skills

~~~~~~~~~~~~~~~~~~~~~~~~~~~

Unique

(These effects literally have no classification)

Stunned: Lasts for one turn. Affected character can make no actions (main character may still select "Talk" or "Flee")

Defender: DEF is increased by 200%. This status is lost at end of enemy's turn and whenever the character receives an attack

Immune: Unaffected by negative status for 4 turns


Last edited by .sickling. on Fri Mar 26, 2010 3:39 pm; edited 2 times in total
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PostSubject: Re: TOTAL REVAMPING   TOTAL REVAMPING EmptyThu Feb 25, 2010 3:21 am

Menu Actions

Attack: Character performs an attack with his/her equipped weapon. Uses turn
Skill: Character selects a special skill and performs it. Uses turn
...Magic: Magical skills are selected in this sub-section (some characters lack this)
...Physical: Physical skills are selected in this subsection (some characters lack this)
Guard: Character gains Defender status for one turn. Uses turn
Talk (MC only): Main character attempts to talk to enemy. Uses turn
Item: Character selects a (usable) item and uses it. Uses turn
Flee (MC only): Main character and party attempts to flee. Some battles cannot be fled. Uses turn.
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PostSubject: Re: TOTAL REVAMPING   TOTAL REVAMPING EmptyThu Mar 11, 2010 12:08 am

The Story:

Millennia ago, there was "Templaria." A mysterious and powerful book destined to bring wrought and ruin upon the world. For generations, the evil book Templaria sent forth its beasts and monsters, the Shades, to cleanse the world of life, and claim it as its own. The Elders, great, wise effigies, eventually found the sinister book, and, after a long, grueling battle, managed to seal away the dark book's power and hide it in their mystical archives, to never be found by a human. Or so they thought...

Millions of years later, an ancient tomb, labeled the "Library," was discovered by mankind. All hell breaks loose. Templaria's power, now reawakened, unleashed great destruction upon the new world. The portal to Dusk, the fabled world of the Shades, Temparia's minions, had been ripped open, dark figures inundating the world. But as quickly as it happened, the portal closes itself. The Shades, due to their nature, quickly crush all resistance and the world's governments and military are obliterated with ease. However, the appearance of the Shades has awakened a power in humans previously untapped: magic. Using this new-found power, several heroes of mankind destroy the Shades and banish them back to the void of Dusk. These heroes, now dubbed the Union, proceeded to conquer the new world. Several years later, this magical power is still active in humans, and there are words of the ancient portal being re-opened once again...
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Registration date : 2008-10-23

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PostSubject: Re: TOTAL REVAMPING   TOTAL REVAMPING EmptyFri Mar 12, 2010 2:01 am

Thankfully, with the human potential for magic unlocked, many minor sicknesses were annihilated, science took unbelievable leaps forward in physics and biology. Soon, there was a way to even classify who could use magic and who could not. It was discovered that there were several affinities that gave people the power to fight the Shades.

Flare, Frost, Proton, Shadow, Magnecite, Gaia, and Axiom.

These affinities were assigned to people at random when their powers awakened and scientists discovered that each affinity allowed said person to bring forth the element that their affinities were related to.

Flare was dominion over Fire
Frost was the mastery of Ice
Proton the command of Purification
Shadow the ruler of the Poisoned
Gaia the balance with the Earth
Magnecite the director of Electricity
and
Axiom defined the Absolute Potential

However, each passion generation lead to stronger and stronger wielders of this magic and so it became a law that all parents enroll their 16 year old child to a Hayley institute, or in layman's terms, reform school for the demigod children.
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.sickling.
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PostSubject: Re: TOTAL REVAMPING   TOTAL REVAMPING EmptyTue Mar 23, 2010 5:09 am

Magical Spells (Only some! Will come up with more later)

If a spell a character uses matches its Affinity, then the Power of that spell is boosted by 10%.

Flare Affinity
(An Affinity that specializes in the Burn status effect.)

Singe
Power: 30
Effect: 5% chance to burn.
SP Cost: 10%

Sear
Power: 50
Effect: 10% chance to burn.
SP Cost: 15%

Blaze
Power: 80
Effect: 10% chance to burn.
SP Cost: 18%

Scorch
Power: 20
Effect: 60% chance to burn.
SP Cost: 12%

Incinerate
Power: 60
Effect: Hits all enemies
SP Cost: 30%

Frost Affinity
(This Affinity specializes in the Freeze status effect)

Chill
Power: 30
Effect: 5% chance to freeze
SP Cost: 10%

Freeze
Power: 50
Effect: 10% chance to freeze
SP Cost: 15%

Blizzard
Power: 80
Effect: 10% chance to freeze
SP Cost: 18%

Torrent
Power: 10
Effect: 60% chance to freeze
SP Cost: 10%

Glaciate
Power: 0
Effect: 100% chance to freeze
SP Cost: 40%

Magnecite Affinity
(The electric Affinity, this Affinity focuses on the paralysis status effect)

Zap
Power: 30
Effect: 5% chance to paralyze
SP Cost: 10%

Shock
Power: 50
Effect: 10% chance to paralyze
SP Cost: 15%

Discharge
Power: 80
Effect: 10% chance to paralyze
SP Cost: 18%

Storm
Power: 50
Effect: Hits all enemies. 5% chance to paralyze each target
SP Cost: 25%

Gaia Affinity
(The powerhouse of the Affinities, this particular Affinity specializes in pure damage rather than pesky status effects.)

Gust
Power: 40
Effect: None
SP Cost: 10%

Gale
Power: 60
Effect: None
SP Cost: 15%

Maelstrom
Power: 90
Effect: None
SP Cost: 18%

Shadow Affinity
(A mysterious, and sinister Affinity, this Affinity commands control of suffering and thus possesses a great amount of spells that are of a darker nature)

Consume
Power: 20
Effect: Heals for 50% of damage dealt
SP Cost: 10%

Devour
Power: 50
Effect: Heals for 50% of damage dealt
SP Cost: 15%

Afflict
Power: 30
Effect: 80% chance to poison
SP Cost: 10%

Axiom Affinity
(This wholly unknown Affinity possesses spells with a multitude of effects, and cannot be classified readily)

Axiom lv. 1
Power: ???
Effect: Depletes all SP to 0%, then Power becomes 2x the % of SP used
SP Cost: All

Axiom lv. 2
Power: ???
Effect: Depletes all SP to 0%, then Power becomes 3x the % of SP used
SP Cost: All

Axiom lv. 3
Power: ???
Effect: Depletes all SP to 0%, then Power becomes 5x the % of SP used
SP Cost: All

Final Axiom lv. 1
Power: ???
Effect: Depletes entire party's SP to 0%, then Power becomes 2x the % of SP used
SP Cost: All

Final Axiom lv. 2
Power: ???
Effect: Depletes all SP to 0%, then Power becomes 4x the % of SP used
SP Cost: All

Blind
Power: 10
Effect: 70% chance to stun the target
SP Cost: 10%

Obliterate
Power: 100
Effect: Hits all enemies
SP Cost: 50%

Flash
Power: 25
Effect: The attack cannot miss
SP Cost: 10%
(First spell)

Proton Affinity
(The Affinity of purity, this Affinity possesses a huge quantity of spells focused on support and healing)

Heal
Effect: Restores 40% of total HP
SP Cost: 8%

Restore
Effect: Restores 70% of total HP
SP Cost: 15%

Rejuvenate
Effect: Restores party's HP to full
SP Cost: 20%

Cure
Effect: Removes all de-buffs on friendly target
SP Cost: 5%

Revive
Effect: Revives fallen ally
SP Cost: 70%

Inoculate
Power: N/A
Effect: Applies "Immune" status effect to all party members
SP Cost: 15%


Last edited by .sickling. on Sat Mar 27, 2010 6:04 am; edited 4 times in total
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PostSubject: Re: TOTAL REVAMPING   TOTAL REVAMPING EmptyFri Mar 26, 2010 3:37 pm

BOSSES:

Zaraku
lvl. 12
Affinity: Magnecite
HP: 3600
ATK: 20
DEF: 13
SPD: 16

Skills:
Zap
Bash lv. 3
Flurry lv.1


Flurry
Physical
Effect: Hits 3 times, each successive hit dealing 80% of the previous hit
SP Cost: 15%

Kaida
lvl. 12
Affinity: Proton
HP: 3000
ATK: 14
DEF: 20
SPD: 15

Skills:
Heal
Inoculate
Bash lv.3

Inoculate
Proton
Power: N/A
Effect: Applies "Immune" status effect to all party members
SP Cost: 15%

Immune: Unaffected by negative status for 4 turns
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PostSubject: Re: TOTAL REVAMPING   TOTAL REVAMPING EmptyFri Mar 26, 2010 9:48 pm

Proton is actually more along the lies of purifying.

So it can have offensive skills, but they aren't useful. (Drain-esque skills)
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