Log:Game engine ideas (Meta, no ontology)
From Compile Worlds
(Difference between revisions)
m (→Body: fix?) |
m (reorder) |
||
Line 1: | Line 1: | ||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
== Elemental Resistances == | == Elemental Resistances == | ||
*For a material defense against a volatile attack, damage multiplier is the appropriate cell of the table. | *For a material defense against a volatile attack, damage multiplier is the appropriate cell of the table. | ||
Line 57: | Line 28: | ||
<tr><td style='text-align: left;'>(Materials)</td><td></td><td>½</td><td>2</td><td></td><td>½</td><td>½</td><td></td><td>2</td><td>½</td></tr> | <tr><td style='text-align: left;'>(Materials)</td><td></td><td>½</td><td>2</td><td></td><td>½</td><td>½</td><td></td><td>2</td><td>½</td></tr> | ||
</table> | </table> | ||
+ | |||
+ | == Body descriptions == | ||
+ | <[#img [hash 8341T7RQD9HYGBWRJS67Y3Y1D6]]> | ||
+ | *Notation - letters (Uppercase are prefixes, lowercase are suffixes): | ||
+ | **T = top, B = bottom | ||
+ | **S = skirt (loose fitting on bottom half), C = cape/cloak (loose fitting on top half) | ||
+ | **L = left side only, R = right side only (mirrored on diagram due to stage left vs. character left) | ||
+ | **f = front only, b = back only | ||
+ | **s = open at sides; combining with f/b makes it wrap around the sides instead | ||
+ | **l/r = like s, but affect left/right side only | ||
+ | *Notation - numbers | ||
+ | **0 = waistband | ||
+ | **1 = chest/pelvis | ||
+ | **2 = shoulder/hip | ||
+ | **3 = biceps/thigh | ||
+ | **4 = forearm/shin | ||
+ | **5 = wrist/ankle | ||
+ | **6 = palm/sole (and equivalent areas on back) | ||
+ | **7 = fingers/toes (not shown in diagram due to lack of space) | ||
+ | *Examples: | ||
+ | **T0-2 = short sleeved shirt | ||
+ | **T1-B1 = leotard | ||
+ | **T3-6 = [[Hatsune Miku]]'s sleeves | ||
+ | **B1 = panties | ||
+ | **S1 = miniskirt | ||
+ | **S1-2 = Arle's skirt | ||
+ | **S1-3 = Nanako's skirt | ||
+ | **T1-S0s-S5s = Chinadress | ||
+ | **C1b-S3b = [http://www.hardcoregaming101.net/puyo/arlenadja.jpg Arle's YON cape] | ||
== [[Arle Nadja]] == | == [[Arle Nadja]] == |
Revision as of 01:19, 11 February 2012
Elemental Resistances
- For a material defense against a volatile attack, damage multiplier is the appropriate cell of the table.
- ex: arcane attacks rock => 200% effectiveness
- For a volatile defense against a material attack, damage multiplier is the reciprocal of the appropriate cell of the table.
- ex: bone attacks wind => 33% effectiveness
- For a material attack against the same material defense, damage multiplier is always 1.
- ex: flesh attacks flesh => 100% effectiveness
- For a material attack against a different material defense, damage multiplier is the bottom cell value for the defending material divided by the bottom cell value for the attacking material.
- ex: bone attacks cloth => 2 ÷ ½ = 400% effectiveness
- For a volatile attack against the same volatile defense, damage multiplier is always -1 (the defender absorbs the entire attack).
- ex: fire attacks fire => 100% of attack power absorbed into the defender's health
- For a volatile attack against a different volatile defense, damage multiplier is the rightmost cell value for the attacking material divided by the rightmost cell value for the defending material.
- ex: psychic attacks searing => 2 ÷ 1½ = 133% effectiveness
Note that material defenses usually originate from a character's body/outfit, while volatile defenses usually originate from shields put up. Similarly, material attacks are usually performed with physical weapons, while volatile attacks are usually performed with magic or technology.
Flesh | Bone | Cloth | Ice | Rock | Metal | Wood | Water | Lava | (Volatiles) | |
---|---|---|---|---|---|---|---|---|---|---|
Electric | 2 | 1½ | 0 | 0 | 4 | ½ | 3 | |||
Fire | ½ | ½ | 3 | 2 | ½ | ½ | 2 | ½ | -½ | |
Arcane | 1½ | ½ | 2 | ½ | ½ | 2 | 2 | |||
Psychic | 2 | ½ | 2 | |||||||
Wind | 3 | 0 | ½ | ½ | 2 | |||||
Life | -1 | 4 | ½ | |||||||
Searing | 4 | ½ | ½ | ½ | 2 | 1½ | 1½ | |||
Ghost | 0 | 0 | 2 | 2 | ||||||
Poison | 2 | 0 | 0 | 0 | 1½ | 3 | 0 | |||
(Materials) | ½ | 2 | ½ | ½ | 2 | ½ |
Body descriptions
ExPar: [#img] is obsolete, use [#embed] instead
- Notation - letters (Uppercase are prefixes, lowercase are suffixes):
- T = top, B = bottom
- S = skirt (loose fitting on bottom half), C = cape/cloak (loose fitting on top half)
- L = left side only, R = right side only (mirrored on diagram due to stage left vs. character left)
- f = front only, b = back only
- s = open at sides; combining with f/b makes it wrap around the sides instead
- l/r = like s, but affect left/right side only
- Notation - numbers
- 0 = waistband
- 1 = chest/pelvis
- 2 = shoulder/hip
- 3 = biceps/thigh
- 4 = forearm/shin
- 5 = wrist/ankle
- 6 = palm/sole (and equivalent areas on back)
- 7 = fingers/toes (not shown in diagram due to lack of space)
- Examples:
- T0-2 = short sleeved shirt
- T1-B1 = leotard
- T3-6 = Hatsune Miku's sleeves
- B1 = panties
- S1 = miniskirt
- S1-2 = Arle's skirt
- S1-3 = Nanako's skirt
- T1-S0s-S5s = Chinadress
- C1b-S3b = Arle's YON cape
Arle Nadja
Techniques
- Fire
- Projectile-style Fire-type
- Ice Storm
- Pellet-style Ice-type
- Thunder
- Bolt-style Sky-origin Electric-type
- Daiacute
- Raise own accuracy
- Brain Damudo
- Lower enemy accuracy
- Hanachikara
- Spore-Pellet-style Life-type
- Jugem
- Give enemy damp status, Homing-style Electric-type, Remove enemy damp status, Give enemy flaming status
- Bayoen
- Beam-Pellet-style Searing-type
Stats
- Speed: TBA%
- Power: TBA%
- Accuracy: TBA%
- Offense: 100%
- Volatile: 200%
Body
- Cloth on T0-2, T5 and S1-2.
- "Leather" on B5-7.
- Metal on LT2 and LT1f.
Note that "Leather" is treated as Flesh type as far as calculating damage is concerned.