Combat: Difference between revisions

From BTScape Wiki
Jump to navigation Jump to search
Bembi (talk | contribs)
Overhauling combat page
Stats: elemental resistance now comes from soma composition; affinity points at the Pneuma page (2026-09-06 session, approved by Tyler) (via update-page on MediaWiki MCP Server)
 
(2 intermediate revisions by one other user not shown)
Line 1: Line 1:
Combat in [BTSCAPE] is a tick based system
Combat in BTScape is a 400ms tick based system where combatants automatically strike one another


== Stats ==
Health - Measure of vitality, death when no health.


== '''Abilities''' ==
Pneuma- Measure of power or stamina. Performing actions require pneuma.  
Abilities in BTScape are used by spending Pneuma. The amount of Pneuma needed spends on the ability and it's level.  


Level Requirement Formula: 10n²·2ⁿ
Damage - Amount of hurt
{| class="wikitable"
 
|+Cleave
Ticks - Measurement of system time. 1 tick is 400ms.
!Rank
 
!Pneuma Cost
Element Type - Fire, Water, Air, Earth
!Effect
 
!Next Lvl Req
Abilities - cast-able actions with different effects. Abilities can deal type or type-less damage or combinations of typed damage.  
|-
 
|1
Resistance - How much typed damage a body shrugs off. Set by its [[Soma#Composition|soma composition]].  
|2
 
|Next swing will attack all tiles with normal damage. Individual hits can miss.
Affinity - How cheaply and powerfully a creature casts an element. See [[Pneuma#Affinity|Pneuma]].
|20
 
|-
== Combat Abilities ==
|2
Combat abilities have a few different cast styles to accommodate the different types of combat.
|4
 
|Next swill will attack all tiles with +1 damage. Individual hits can miss.
 
|160
Cast Styles
|-
 
|3
* 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.
|8
* 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.
|720
* 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?
|-
 
|4
 
|16
 
|
== Combat Damage Calculation ==
|2,560
|-
|5
|32
|
|8,000
|-
|6
|64
|
|23,040
|-
|7
|128
|
|62,720
|-
|8
|256
|
|163,840
|-
|9
|512
|
|414,720
|-
|10
|1024
|
|1,024,000
|}

Latest revision as of 02:08, 7 September 2026

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