Combat
From EternalRealms
Contents |
Combat Progression
Combat begins with each player's charge timer at zero. Timers increase continually at a rate that's a function of the player's stats. When a timer reaches 100, that player is granted a turn. During that turn, the player may issue a series of commands until their Action points are expended (or they pass). Their charge timer will decrease as a function of the number of action points they used. The cycle then repeats, another player is likely to have the next turn, since they have not yet used up a portion of their accumulated charge points.
Combat Terms
- Charge Timer
- Action Points
- Passing
Basic Melee Combat
Basic melee combat is characterized by close range attacks issued by the attacker on the target. There are three main skills associated with close range melee attacks:
- Slash
- Bash
- Thrust
All of these skill may be used by a player either bare handed or in conjunction with a weapon.
Every weapon/item will have these three basic damage types associated with them. For instance"
Rusty Sword
- Slash DMG : 5
- Bash DMG : 1
- Thrust DMG: 3 Bonus: 10% chance of critical strike when thrusting
Copper Tea Pot
- Slash DMG:0
- Bash DMG: 4
- Thrust DMG:0
Combos
Some kind of combo system will be implemented. One idea is that chaining numerous commands together will add special bonuses if they are done in a combo. Consider this example. Kidney punch does 5 points of damage on it's own. However, if it's used in a combo, it also has a chance to stun the target, reducing its charge timer a bit. Blizzard Fist does 8 points of cold damage. If the player has enough AP to do a kidney punch and a blizzard fist, and these two moves in that order are designated as a combo, the special stun effect of the kidney punch would come into play.

