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Battle Engine: Notes

Page history last edited by RoyalKnight 2 yrs ago

Top > Game Mechanics Final v0.2.0 > Battle Engine: Notes


Battle Engine: Notes

by Royal Knight

 


Disclaimer: All data here is work-in-progress and should not be incorporated or quoted to be used in any sort of designs or templates.


Effects (Revisited)

Skill Procedure

Arukawa Keiko uses a sword ManaTech named "Requiem Pierce" on RoyalKnight

 


 

Initial Cost

The basic costs just to execute this technique. It is not possible to even choose the technique if you don't meet these requirements.

 

Requiem Pierce costs:

  • 70 MP
  • 70 TP
  • 25% ADR

 


 

Fatigue

How much does this technique tire the user? Almost considered an Initial Cost, but you may still choose to use this. If you go over your fatigue limit, there is a chance you will fail (depending on how much). You may also receive damage.

 

Requiem Pierce generates 100 FTG (out of 1000).

 


 

Preemptive Effect

Temporary effects that are applied before the attack is carried out, affecting the user most likely, and usually to help with the execution of the attack. Might make it mandatory, too, (for programming and skill editing purposes) if I don't see any reason why it wouldn't effect just the user. This will always occur.

 

Requiem Pierce has the following preemptive effects:

  • __Max % Chance to Hit__ : User's HIT is set to max. Note that this does NOT mean DEFINITE chance.

 


 

Attack Effect

Effects applied to the attack itself. These modify and effect the rules, parameters, and conditions of the attack procedures and algorithms.

 

Requiem Pierce has the following attack effects:

  • 150% normal damage.
  • __Ignore Armor__ : Ignores target's AR.
  • __Unblockable__ : Attack cannot be blocked.
  • __Unparryable__ : Attack cannot be parried.
  • __Uncounterable__ : Attack cannot be countered.
  • __Ignore Row (Damage)__ : Ignores defensive bonuses for row placement.
  • __+10% Critical__ : 10% added chance to cause a critical hit.
  • Ether Element.

 


 

Attack Algorithms

The hit algorithm is run. If successful, the damage algorithm is done. Concerning critical hits... if critical hit effects are not specified, the critical hit rate for a standard attack is used instead. I assure you this is a good thing.

 


 

Added Effects

Effects applied immediately after a successful delivery of the attack. This can effect either the user, the target, or the environment. A good improvement to this would be to use wrapper classes to check for variables that resulted from the attack algorithms. Like, if successful, if missed, if critical hit, if target killed, if no damage, if evaded, if countered, etc.

 

Requiem Pierce has the following added effects:

  • __Trauma__ (Target) : Target is afflicted with the "Traumatized" status.
  • __Serious Wound__ (Target) : Target is afflicted with the "HP Leak" status.
  • __Muscle Lock (One Turn)__ : User cannot use a TP consuming skill for one turn.

 

Note: Requiem Pierce is used here only to illustrate the range of effects in the attack process. It is most definitely not a standard skill.


 

Mechanical Types

Generally speaking, there are several types of effects, mechanics-wise.

 

Percentage Effect

Modifies a value by scaling it percentage-wise.

  • __HP Halved__ : User loses 50% HP.

 

Added Percentage Effect

Modifies a value by adding a percentage of the base to it.

  • __+10% Fire Spell Damage__ : User's fire-based spells do 10% more damage.

 

Number Effect

Modifies a value by setting it to that value. This is going to be quite rare, seeing as it changes things so absolutely.

  • __Startup Failure__ : Target's maximum HP is set to 0. Target's current HP is set to 0.
  • __EMIYA Inspiration__ : Target's current ADR is set to 1000.

 

Added Number Effect

Modifies a value by adding or subtracting to it by a certain value. Much more common.

  • __+50 Damage__ : Additional 50 damage is added to your attack.
  • __+100 MAGI__ : Boosts your MAGI by 100.
  • __HP Feedback (40)__ : Lose 40 HP after attack completes. Note that this will bypass the normal damage algorithms.

 

Status Ailment

Sets, clears, or modifies a status ailment.

  • __Anthrax__ : Target is afflicted with the "Poisoned" status.
  • __Antidote__ : Target is cleared of the "Poisoned" status.


 

General Classes

 

A few general classes that would probably used for programming purposes. Or something.

 

Type Title
Pure Melee Martial Artist O Hakubi
Melee-Caster Mana Warrior RK, Raf, Konoha
Melee-Gunner Gun Warrior
Melee Hybrid Fighter BD
Pure Caster Magus DE, Zophar, CGB, Cascade
Caster-Melee Combat Magus Hayate
Caster-Gunner Mage Soldier
Caster Hybrid Spellcaster DG
Pure Gunner Gun Marshal
Gunner-Melee Ranger Kaorin, NK
Gunner-Caster Magic Gunner
Gunner Hybrid Soldier
Pure Hybrid All-Rounder Cade, Constanze

 


Reality Marbles, Revisited

Reality Marbles have two modes: deployed and undeployed. Most of the time, they are in the undeployed state.


Undeployed State

User is granted passive effects, enhancements to existing abilities, and possibly new abilities.

 

Known TYPE-MOON Reality Marbles include:

  • Unlimited Blade Works (Emiya Shirou / EMIYA)
  • Lair of the King Beast (Nrvnqsr Chaos / Fabro Rowan)
  • Depletion Garden (Yumizuka Satsuki)
  • Crystal Valley (ORT / TYPE-Mercury)
  • ??? (Einnashe)
  • Night of Wallachia (TATARI / Wallachia / Zepia Eltnam Oberon)
  • Parade (Fina-Vlad Svelten)
  • Nevermore (Gransurg Blackmore)
  • Overload / Overlord (Michael Roa Valdamjong)

 

Lair of the King Beast's passive effects give Nero immortality, 666 regenerating lives, and no single core. All 666 beasts must be killed to kill Nero.

 

Unlimited Blade Works's passive effects greatly enhances Emiya's RAP ability to the point where he create a much more stable projection that can actually be used in combat. Anything he sees, also, can be instantly recorded in his internal UBW.

 

Depletion Garden, I have no idea what effect it would have outisde of a deployed state. Perhaps it remains to be seen how this will effect her powers?

 

Just speculating, but Overload/Overlord might help Roa enormously for self-contained thaumaturgy like enhancement to his body. Might even be the way he found out how to resurrect himself.


Deployed State

User would normally expend od to keep it pressed against the world, but it also has to do with the alignment one has against the world. Dead Apostle Ancestors wouldn't feel it as bad as humans. Elementals wouldn't feel it at all.

 

Actively, Lair of the King Beast is... well... sort of like Soil of Genesis, but not really, since he's just splitting off his body to swallow his opponent. But, that effect can give some insight into the true deployed state that we never see.

 

Actively, Unlimited Blade Works changes the environment to Emiya's inner world, filled with weapons that he can use. All passive effects still remain in effect, but he doesn't need to use RAP to create anything. He expends od to keep it up (no more than 270 MP), but since this is his mind, he does not need to spend additional od to do the reinforce, alter, and project a weapon, since it's already there.

 

Actively, Depletion Garden changes the environment to Satsuki's inner world, a dried out landscape of desolation. Energy is drained out of those caught in it, sucked dry by the environment. Anti-magus RM.

 

Overload/Overlord casts Square on his sorceries by dramatically increasing the mana available in the environment. For him, this is enhancement to a process or system external to his own body. Depletion Garden is Overload's natual enemy.


In terms of the game, acquiring your Reality Marble would give you a boost (Drm might be pretty mad), doing things like upping your stats (Nero's immortality), better efficiency (Shirou's improved recognition), improving abilities (Shirou's improved RAP), or even creating a new ability (Nero's Soil of Genesis).

 

Perhaps a description of the nature of the Reality Marble would be what's in order. Passive describing active, or active describing passive? Who knows. As long as everything is in order and somewhat balanced (RM's are inherently supposed to be a short-term, high-level MAD HAXXXX ability favored for you), then it should be alright.

 

RM's might have a proficiency / mastery system similar to the training system for other skills, except this is just two levels (usable, mastered) instead of three (untrained, trained, mastered). Deployment of reality marble and dependent skills would increase proficiency, but there's a random chance the RM could go berserk, especially when in critical status, ala Shirou and his UBW tearing him apart. Berserking RMs would... uhh... not be good for the user. Maybe not for the enemy and allies, either, if they got caught in it. Mastering the RM would lower the chance of this and, even if it does trigger, gives a chance of preventing the RM from getting out of hand. You would lose a turn, but you'd keep yourself from screwing yourself over. Attempting to use derivative skills or deploying the RM again for that battle, though, would pretty much guarantee an unrecoverable berserking trigger.

 

Activation of a Reality Marble is a separate event from being able to deploy/expand it. The passive bonuses to RMs would be scaled by level and differ from person to person. Certain techniques that benefit from the RM would be improved, too, and get another bonus when expansion stage is met. Activation may occur prior to the game starting, or after some sort of story event, or after learning a key skill.

 

Since Satsuki's Reality Marble, Depletion Garden, was evidently the counter to Roa's Reality Marble, Overload, it seems two RMs can exist at once, but both "laws" fight for control if they conflict.


ATB Bar Stuff

 

Common ATB Bar used.

 

Single Action = 0 seconds

Ten-Line Incantation = 60 seconds

 

Therefore...

 

One-Line Incantation = 6 seconds

Two-Line Incantation = 12 seconds

Five-Line Incantation = 30 seconds

 

If we say that a One-Line Incantation takes as long as an average person of a comparable level to attack, then...

 

Level 100 Data

Rank Speed Time/turn
A 1500 3.6 seconds
B 1200 4.5 seconds
C 900 6 seconds
D 600 9 seconds
E 300 18 seconds

 

Let's assume we have 1200 ticks per turn. Then...

 

A-rank Speed 3.6 seconds 333 ticks/sec
B-rank Speed 4.5 seconds 267 ticks/sec
One-Line Incant 6 seconds 200 ticks/sec
C-rank Speed 6 seconds 200 ticks/sec
D-rank Speed 9 seconds 133 ticks/sec
Two-Line Incant 12 seconds 100 ticks/sec
E-rank Speed 18 seconds 67 ticks/sec
Five-Line Incant 30 seconds 40 ticks/sec
Ten-Line Incant 60 seconds 20 ticks/sec

 

Might/probably would have a global speed setting, so that everything goes faster, but to scale (more important for the spells than anything else). One problem remaining is the speed increases.

 

Two options to make things more playable (no super slow battles at low levels, nor insta-fast turns at high levels)

 

Have things scaled towards the party average if we want battles to last any normal amount of length. Meaning, Party >>>>>>> Enemies means Party moves a lot faster than Enemies. Enemies see Party as A or EX-ranked Speed, while Party sees Enemies as D or E-ranked Speed. Lots of calculations that can get messy.

 

Or...

 

Environment has a Level with "C-Rank Speed" so to speak. It would use the C-Rank speed at that level as the base, and that determines the length of the ATB bar. Then, simple conversions of Speed -> ATB Speed can be used for all combatants. The best option in my opinion.

 

So, for a straight conversion of Speed = ATB Speed...

 

Level 100 Environment and Users

 

100 x 9 (C-Rank) x 6 seconds = 5400 ticks

 

Type Speed Time/turn Ticks/sec %/sec
A-rank Speed 1500 3.6 seconds 1500 ticks/sec 27.78%
B-rank Speed 1200 4.5 seconds 1200 ticks/sec 22.22%
One-Line Incant 900 6.0 seconds 900 ticks/sec 16.67%
C-rank Speed 900 6.0 seconds 900 ticks/sec 16.67%
D-rank Speed 600 9.0 seconds 600 ticks/sec 11.11%
Two-Line Incant 450 12.0 seconds 450 ticks/sec 8.33%
E-rank Speed 300 18.0 seconds 300 ticks/sec 5.56%
Five-Line Incant 180 30.0 seconds 180 ticks/sec 3.33%
Ten-Line Incant 90 60.0 seconds 90 ticks/sec 1.67%

 

Level 50 Environment and Users

 

50 x 9 (C-Rank) x 6 seconds = 2700 ticks

 

Type Speed Time/turn Ticks/sec %/sec
A-rank Speed 750 3.6 seconds 1500 ticks/sec 27.78%
B-rank Speed 600 4.5 seconds 1200 ticks/sec 22.22%
One-Line Incant 450 6.0 seconds 900 ticks/sec 16.67%
C-rank Speed 450 6.0 seconds 900 ticks/sec 16.67%
D-rank Speed 300 9.0 seconds 600 ticks/sec 11.11%
Two-Line Incant 225 12.0 seconds 450 ticks/sec 8.33%
E-rank Speed 150 18.0 seconds 300 ticks/sec 5.56%
Five-Line Incant 90 30.0 seconds 180 ticks/sec 3.33%
Ten-Line Incant 45 60.0 seconds 90 ticks/sec 1.67%

 

Level 1 Environment and Users

(No such thing as level 1 Five-Line and Ten-Line Incantations)

 

1 x 9 (C-Rank) x 6 seconds = 54 ticks

 

Type Speed Time/turn Ticks/sec %/sec
A-rank Speed 15 3.6 seconds 15 ticks/sec 27.78%
B-rank Speed 12 4.5 seconds 12 ticks/sec 22.22%
One-Line Incant 9 6.0 seconds 9 ticks/sec 16.67%
C-rank Speed 9 6.0 seconds 9 ticks/sec 16.67%
D-rank Speed 6 9.0 seconds 6 ticks/sec 11.11%
Two-Line Incant 4 12.0 seconds 5 ticks/sec 8.33%
E-rank Speed 3 18.0 seconds 3 ticks/sec 5.56%

 

Unknown whether Character Speed and Incantation Speed would be different. Probably have Incantation Speeds take on the level of their users or Environment. No flooging idea.

 

When the player is prompted to choose an action, global battle speed slows down. Battle speed stops when navigating through any lists, like spell books and item inventories.

 

Common Skills (Semi-Original)

Steal

The ability to steal items from an enemy. Higher ranks increase success rate and chance to steal rarer items.

 

Mana Channel

Increase MP regeneration for the duration of the turn.

 

Meditation

Increase TP regeneration for the duration of the turn.

 

Build-Up

Wait one turn for to inflict double damage for a normal attack.

 

Guts

Chance when knocked out to recover 1 HP.

 

Blood Boil

Increased strength and adrenaline gain when HP reaches critical status.

 

Common Skills (Fate/stay night)

Battle Continuation

Allows user to finish an attack or spell even when HP has been reduced to zero. When mastered, also drains remaining adrenaline to remain active after HP has been reduced to zero.

 

Instinct

Random chance to increase chance to dodge, block, parry, or mitigate damage from a non-standard attack.

 

Eye of the Mind (Fake)

Random chance to dodge, block, parry, or mitigate damage.

 

High-Speed Incantations

Cuts spell incantation times in half.

 

Prana Burst

Use MP to increase a stat. Variations exist for different characters, such as Prana Burst (Strength), Prana Burst (Dexterity), Prana Burst (Magic), Prana Burst (Armor), and Prana Burst (Overall).

 

Heart of Harmony

Reduces enemy's chance to dodge, block, parry, or mitigate damage. Cannot be copied or mimed.

 

Vitrification

Increased protection from status effects affecting mental faculties, such as stun, confuse, charm, sleep, etc... Increased protection against attacks affecting Mental Attributes.

 

Monstrous Strength

Momentarily increases strength by one rank. Mastery increases momentarily increases strength by two ranks.

 

Charisma

??? Increase damage and effects when performing MultiTechs. Increased gain from support levels.

 

Golden Rule

??? Increased gold winnings from battles.

 

Disengage

Allows one to restart a battle and re-roll for initiative. Useful for speed-oriented party. Increases speed of retreating from battle.

 

Second Sight

Gain basic information about enemy, such as level, HP, TP, and MP. Mastery also shows weaknesses, resistences, as well as provides hints to the player about what action an enemy might take.

 

Bravery

Resistence to mental effects. Chance to cancel mental effects and ailments each turn. Mastery adds slightly increased physical stats and near-immunity to mental effects.

 

Eye of the Mind (True)

Pauses battle when user's turn is active, allowing player to take their time deciding what to do. Can gain information about enemy formation, environment effects, and ZOMG tips and hints about different enemies.

 

Battles

Battles consist of several elements.

  • Player Party - Also called allied party or allies or whatnot. You, the player, would control these people.
  • Opposing Party - The party that the player's party would be up against.
  • List of Third Parties - These might not even exist, but I'll shove them in here for now.
  • Environment - The environment. The environment consists of several things.
    • Terrain type, with associated background graphic.
    • Free mana available, which can be used for converting into od, channeling into greater sorceries, or used in formal craft.
    • Timed Effects - A list of effects that are applied onto the battlefield after a certain amount of time. Can be repeated and whatnot, with expiration dates, start triggers, and begin triggers. Example: "Drain off x HP after y amount of time, then repeat." Has a timer interval for each one.
    • Static Effects - A list of effects that are applied onto the battlefield and are not associated with a time or something. Such as "All damage reduced by half."

 

Effect

Catchall umbrella term for additional changes to a target not normally affecting current HP.

  • Name of Effect.
  • Degree - Value change. Means very little for an status affliction.
  • Absolute? - Is this changed to an absolute value instead?
  • Chance - Base chance it will occur
  • Definite? - Ignore Base Chance and make it a definitely happen? Mostly aimed for Environment Effects or Reality Marbles.

 

Special Effect

An added effect for an action. Concerns itself only with that action.

 

Examples

Ignore Armor - Ignore target's armor when calculating damage.

+100 Added Damage - Add 100 damage to the hit after calculations.

25% chance of critical hit - 25% chance of treating hit as a critical hit.

Critical Hit - Deals roughly two times as much damage. Flashes screen, and automatically counts towards "overkilling" an enemy.

 

Attribute Effect

An after effect for an action. Affects Attributes such as Strength, Hit%, and elemental resistences.

  • Stat - Stat to change. Probably ID number.
    • BStat change - A temporary change in basic stats. Will immediately affect DStats.
    • DStat change - A temporary change in derived stats. Probably more common.
    • FStat change - A change in fill-type stats. These are HP, MP, TP, FTG, ADR, and ATB. Can affect both the current value and max value. Current value of HP is possible but probably pretty stupid to change this way.

 

 

Examples

Armor reduced by 50%.

Sets ATB back to 0.

Strength increased by 10.

 

Status Effects

An after effect for an action. Term for effects that leave an discernably separate effect on a recipient. Or, basically, something that can be dumped into a character's "status change" box. Can be hypothetically be removed from target.

  • Name - Name of applied status effect
  • Appearance - Visible sign of effect, if at all.
  • Description - Will point to appropriate function and/or watcher.

 

Environment

Considered a participant in a battle, whether it's noticeable or not. Usually cannot do much in battle, unless there are special circumstances that create volatile environment.

 

  • Terrain Type
  • Mana Available
  • Mana Regen Rate
  • On Battle Start...
    • Actions
    • Effects
    • Apply Reality Marble, if applicable
  • Trigger Effects
  • Trigger Actions
  • On Battle End...
    • Actions
    • Effects

 

Examples

A crumbling facility.

An active volcano.

"Blood Fort - Andromeda" Kekkai

Violent thunderstorm.

Black Hole.

Nrvnqsr's "Soil of Genesis"

 

Environment Trigger

  • Timer - Interval of time before applying effect.
  • Start Trigger - what causes it to happen?
  • End Trigger - what causes it to end?
  • Type - what type of effect?
  • Persistence - can it only be cured through the end trigger? (i.e. can't cure poison with an antidote spell)

 

Examples

Use of a fire spell.

Killing of an enemy.

X amount of time has elapsed.

 

Environment Actions

Actions that occur, whose source is the environment.

 

Examples

Volcano: Flaming debris falling on all combatants.

Compromised Chemical Facility: Explosion occuring on enemy's side.

High-Tech Fortress: Forcefield created, protecting allied side.

 

Environment Effects

Effects that are placed upon combatants, whose source is the environment.

 

Examples

Akiha's Flame Pit: maryoku drain on all combatants.

Low Oxygen Environment: increased fatigue on all combatants

 

Theory of Battle (Experimental)

Battles are composed of two main aspects: the Laws of Battle and the Flow of Battle. Laws are the overriding but non-moving concepts that a battle is based upon. Flow refers to the natural order a battle goes through, broken down as much as conceptually possible to facilitate the use of Reality Marbles.

Laws of Battle

- Laws are the base of which the battle stands upon. Value constants, limitations, and the rules of how to handle particular actions. Action templates.

Flow of Battle

- The stuff that makes a battle happen. The ATB Bar. The Command Queue. Tracking active effects, namely timed ones. Monster creation and destruction. Additional characters popping up or leaving during battle. Transference of actions from the user to the intended recipients.

- Flow of Battle is further split into two entities, Battle Monitors and Event Chains.

Battle Monitors and Event Chains

- Monitor the battle and wait for certain conditions to be met.

- Invoke Event Chains

Event Chains

- Separate processes that run independent of Battle Monitors after execution.

- Composed of Events, which can be further dissected into smaller parts, as far as conceptualization will allow.

 

Combining Theory of Battle and Battle Structure

  • Battle
    • Theory of Battle
      • Laws of Battle
      • Flow of Battle
    • Participants
      • Environment
        • Terrain Type
        • Mana Available
        • On Battle Start...
          • Actions
          • Effects, timed and static
          • Apply Reality Marble or other kekkai, if applicable (Affects Theory of Battle)
        • Trigger Effects, timed and static
        • Trigger Actions
        • On Battle End...
          • Actions
          • Effects
      • Player Party
      • Opposing Party
      • Various Third-Parties


 

Formations

RS3's Hunter Shift

x

x

x

x

x |

 

RS3's Desert Lance

x

x

x

x

| x

 

 

RS3's Whirlwind

x

x

x

x

| x

 

RS3's Tri-Anchor

| |

x | |

x | x | x

x | |

| |

 

FF4's 3-2 Formation

x

x

x

x

x |

 

FF4's 2-3 Formation

x

x

x

x

| x

 

RS3's Power Raise

x | |

| x |

| | x

| x |

x | |

 

RS3's Tiger's Cave

x

x

x

x

x

Straight Line / Free Fight

x

x

x

x

x

RS3's Phoenix Dance

x | | x

| |

| x |

| |

x | | x


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