Log:Game engine ideas (Meta, no ontology)

From Compile Worlds

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== Body descriptions ==
 
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<[#img [hash 8341T7RQD9HYGBWRJS67Y3Y1D6]]>
 
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*Notation - letters (Uppercase are prefixes, lowercase are suffixes):
 
-
**T = top, B = bottom
 
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**S = skirt (loose fitting on bottom half), C = cape/cloak (loose fitting on top half)
 
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**L = left side only, R = right side only (mirrored on diagram due to stage left vs. character left)
 
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**f = front only, b = back only
 
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**s = open at sides; combining with f/b makes it wrap around the sides instead
 
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**l/r = like s, but affect left/right side only
 
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*Notation - numbers
 
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**0 = waistband
 
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**1 = chest/pelvis
 
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**2 = shoulder/hip
 
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**3 = biceps/thigh
 
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**4 = forearm/shin
 
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**5 = wrist/ankle
 
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**6 = palm/sole (and equivalent areas on back)
 
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**7 = fingers/toes (not shown in diagram due to lack of space)
 
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*Examples:
 
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**T0-2 = short sleeved shirt
 
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**T1-B1 = leotard
 
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**T3-6 = [[Hatsune Miku]]'s sleeves
 
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**B1 = panties
 
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**S1 = miniskirt
 
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**S1-2 = Arle's skirt
 
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**S1-3 = Nanako's skirt
 
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**T1-S0s-S5s = Chinadress
 
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**C1b-S3b = [http://www.hardcoregaming101.net/puyo/arlenadja.jpg Arle's YON cape]
 
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== 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.

 FleshBoneClothIceRockMetalWoodWaterLava(Volatiles)
Electric2004½3
Fire½½32½½2½
Arcane½2½½22
Psychic2½2
Wind30½½2
Life-14½
Searing4½½½2
Ghost0022
Poison200030
(Materials)½2½½2½

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.