Combat

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Combat in BTScape is a 400ms tick based system where combatants automatically strike one another

Stats

Health - Measure of vitality, death when no health.

Pneuma- Measure of power or stamina. Performing actions require pneuma.

Damage - Amount of hurt

Ticks - Measurement of system time. 1 tick is 400ms.

Element Type - Fire, Water, Air, Earth

Abilities - cast-able actions with different effects. Abilities can deal type or type-less damage or combinations of typed damage.

Resistance - How much typed damage a body shrugs off. Set by its soma composition.

Affinity - How cheaply and powerfully a creature casts an element. See Pneuma.

Combat Abilities

Combat abilities have a few different cast styles to accommodate the different types of combat.


Cast Styles

  • Tile Target: Select a tile within a cast radius of the caster to cast the ability on. This can also cast tile patterns for something like an AOE(1x1, 2x2, 3x3, etc) or unique shape (X, L, C, etc) ability. Abilities could also require multiple sequential tile selections to then perform sequential casts on those tiles.
  • Caster Oriented: When activating an ability that is caster oriented, the ability is casted on tiles in relation to the caster and the caster's facing direction. For example, a basic melee strike could be caster oriented to always strike on the tile in front of the caster. Or, a whirlwind can affect all tiles surrounding the caster.
  • Self Target: These abilities when casted directly apply the effect to the caster. An examples of this might be a heal, status removal or application (buffs/debuffs), etc.
  • Object Target: Isn't related to combat, this could be bunched in with tile target since there probably wouldn't be many scenarios where a caster is standing on an object?


Combat Damage Calculation