Combat: Difference between revisions

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[[File:Combat example.png|thumb|Combat example]]
[[File:Combat example.png|thumb|Combat example]]


Combat is turn based, on hexahedric grids.
Combat is turn based, on hexahedric grids.


'''Actions:''' Each unit can execute 1 action per AP Action point it has per turn. Basic attacks, moving, and most spells are actions. Some specific actions don't use AP. Units gain 2 AP per turn if unengaged ( not adjacent to enemy), otherwise they gain 1 Ap per turn. To defeat enemies, you kill them ( turn their HP into 0) or recruit them ( Refer to recruitment subchapter this page).
'''Actions:''' Each unit can execute 1 action per AP Action point it has per turn. Basic attacks, moving, and most spells are actions. Some specific actions don't use AP. Units gain 2 AP per turn if unengaged ( not adjacent to enemy), otherwise they gain 1 Ap per turn. To defeat enemies, you kill them ( turn their HP into 0) or recruit them ( See the Recruitment section for details).


'''Movement''': the speed stat is your movement budget. Moving through tiles costs speed, depending on the tile and your character.
'''Movement''': the speed stat is your movement budget. Moving through tiles costs speed, depending on the tile and your character. ( see the movement section for details)


'''Interface''': In the image to the right (combat example) you can see different infoboxes. They are sourrounded in red and numbered. They are:
'''Interface''': In the image to the right (combat example) you can see different infoboxes. They are sourrounded in red and numbered. They are:
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# Team portrait stats
# Team portrait stats
# Selected character stats
# Selected character stats
# Action window Each of the listed interface windows has a section with details.
# Action window<br />


== Miniature stats ==
== Miniature stats ==
[[File:Combat stats miniature.png|thumb|Miniature stats]]
[[File:Combat stats miniature.png|thumb|Miniature stats]]
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* Lust dmg: seduction damage scales off lust dmg
* Lust dmg: seduction damage scales off lust dmg
* Lus res: incoming lust damage received is decreased by lust res.
* Lus res: incoming lust damage received is decreased by lust res.
* Movement costs: the speed stat is your movement budget. Moving through tiles costs speed, depending on the tile and your character. Movement costs tell you the costs of each type of tile
* Movement costs: a movement action lets you travel through tiles. Different characters have different speed costs to travel thorugh tiles. Like, aquatic characters are fast on water and slow on land. Further info can be found in the movement section
* Movement type: land movement, charging, flying etc.
* Movement type: land movement, charging, flying etc.
* Speed: number of tiles of cost 1 you can travel.
* Speed: number of tiles of cost 1 you can travel.
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Grids have terrain types that affect movement and statuses on those who move on them.
Grids have terrain types that affect movement and statuses on those who move on them.


== Recruiting ==
== Recruitment ==
You can recruit hostile characters during fights. Humanoids are recruited through fucking. Animals with nets.
You can recruit hostile characters during fights. Humanoids are recruited through fucking. Animals with nets.


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=== Type icon ===
=== Type icon ===
[[File:Type icon.png|thumb|type icon]]
A type icon has two parts: an inner circle, and an outer shape that kinda looks like a gender icon. The colors, and the outer shape, tell you the damage, attack, and defense types:

* Outer shape color: defines damage type. In the example, it is gray, so basic damage
* Inner circle color: defines defense type. In the example it is grayy, so normal defense
* Outer shape form: defines attack type. In the example, it is an arrow, so basic attack type.


=== Damage type list ===
=== Damage type list ===
{| class="wikitable"
{| class="wikitable"
|+
|+
!Color
!Type
!Type
!Special feature
!Special feature
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!Weak vs
!Weak vs
|-
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|gray
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|basic
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|no
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=== Defense type list ===
=== Defense type list ===
{| class="wikitable"
{| class="wikitable"
!Color
!Type
!Type
!Special feature
!Special feature
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!Weak vs
!Weak vs
|-
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|gray
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|normal
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|no
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* '''pierce''': melee attack that hits 1 target and the unit behind ( can friendly fire)
* '''pierce''': melee attack that hits 1 target and the unit behind ( can friendly fire)
*'''ranged:''' has a range of ?¿?¿¿?
*'''ranged:''' has a range of ?¿?¿¿?
*'''Unable''': cannot attack


== Status effects ==
== Status effects ==

Revision as of 18:46, 18 April 2022

Things to explain:

Intro

Combat example

Combat is turn based, on hexahedric grids.

Actions: Each unit can execute 1 action per AP Action point it has per turn. Basic attacks, moving, and most spells are actions. Some specific actions don't use AP. Units gain 2 AP per turn if unengaged ( not adjacent to enemy), otherwise they gain 1 Ap per turn. To defeat enemies, you kill them ( turn their HP into 0) or recruit them ( See the Recruitment section for details).

Movement: the speed stat is your movement budget. Moving through tiles costs speed, depending on the tile and your character. ( see the movement section for details)

Interface: In the image to the right (combat example) you can see different infoboxes. They are sourrounded in red and numbered. They are:

  1. Miniature stats
  2. Team portrait stats
  3. Selected character stats
  4. Action window Each of the listed interface windows has a section with details.

Miniature stats

Miniature stats

Each unit in combat occupies a tile. next to it you can see some information, which I call miniature stats. See image to the right for reference.

  • Current Hp/ Max HP: in orange. Unit dies if HP = 0
  • Current Mp/ Max MP: in teal: used to cast spells
  • Currest Lust/Max Lust: in gray. High lust causes incapacitating debuffs ( see status effects page)
  • Name in green
  • AP in green: action points. used to move or use actions
  • Type icon: the gray circle with an arrow. Tells you the units damage, attack and defense types. See the damage types section in this page for extra information


Team portrait stats

At the far left of the screen you have 5 rectangles with the portraits and basic stats of the units in your team. See the image to the right. Stats are numbered and listed

  1. Health:
  2. Mana
  3. Stamina
  4. AP:
  5. Status effect
  6. Unit name
  7. Unit level

Selected character stats

selected character stats

The selected character stats window is arranged like this:

Portrait Level
Strength Attack type Damage type
Defense type Armor Size
Magic Lust dmg Lust res
Movement costs Movement type Speed
  • Portrait: portrait of character
  • Level: level of character
  • Strength: basic attack damage dealt with physical attacks.
  • Attack type: See the damage types section in this page for extra information.
  • Damage type: See the damage types section in this page for extra information.
  • Defense type: See the damage types section in this page for extra information.
  • Armor: incoming damage is reduced by armor, it is a flat decrease
  • Size: size multiplies stats and decreases speed. Refer to the stat page for information
  • Magic: spell damage scales off magic.
  • Lust dmg: seduction damage scales off lust dmg
  • Lus res: incoming lust damage received is decreased by lust res.
  • Movement costs: the speed stat is your movement budget. Moving through tiles costs speed, depending on the tile and your character. Movement costs tell you the costs of each type of tile
  • Movement type: land movement, charging, flying etc.
  • Speed: number of tiles of cost 1 you can travel.

Action window

Switch defense and shield

Movement

Cell types movement costs and movement types

Movement types

Grids have terrain types that affect movement and statuses on those who move on them.

Recruitment

You can recruit hostile characters during fights. Humanoids are recruited through fucking. Animals with nets.

  • Net : throw it at an animal (creature) with low HP.
  • Fuck: chance to recruit is = (lust + attractiveness + enemy preferences - enemyLvl*5 -enemyenergy*20)

Damage types, attack types, defense types type icons

  • Damage type:
    • Type advantage: Each damage type has a list of defense types it deals double damage to, and half damage to. For example, basic damage deals reduced damage to stone and crystal defense.
    • Special features: some damage types have special features, like applyin burn, burning mana, or poisoning enemies
  • Defense type:
    • Type advantage: refer to damage type type advantage.
    • Special features: immunity to status effects, native tiles...
  • Attack types: This determines if the attack is basic melee, ranged, etc. How you attack.

Type icon

type icon

A type icon has two parts: an inner circle, and an outer shape that kinda looks like a gender icon. The colors, and the outer shape, tell you the damage, attack, and defense types:

  • Outer shape color: defines damage type. In the example, it is gray, so basic damage
  • Inner circle color: defines defense type. In the example it is grayy, so normal defense
  • Outer shape form: defines attack type. In the example, it is an arrow, so basic attack type.

Damage type list

Color Type Special feature Strong vs Weak vs
gray basic no

Defense type list

Color Type Special feature Strong vs Weak vs
gray normal no

Attack type list

All attacks deal damage based on strength

  • basic: melee attack that hits 1 target enemy
  • swipe: melee attackattack target and 2 adjacent characters ( can friendly fire)
  • pierce: melee attack that hits 1 target and the unit behind ( can friendly fire)
  • ranged: has a range of ?¿?¿¿?
  • Unable: cannot attack

Status effects

Status Effects