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Post by Zera Matasuki on Mar 5, 2017 19:22:05 GMT -5
Finding Digimon:
RNG
1 to 3 - For number of digimon appearing. 1 to x - X is the number of digimon to be found in each area. 1 to x = A to Z 1 to lvl + 3 - To find the level of the foes.
Battle:
RNG 1-3 for Wild digimons move. Add +1 for each move the wild digimon knows.
Att - Def + Move Str = Maximum damage Minimum damage is always 0 Use a RNG to get the damage done.
Defending Halves the maximum.
Quarreling Att - Def = Maximum Damage dealt / 8
Status Effects:
1/4 - Chance of status effects sticking.
Burn - 3% of HP Poison - 4% of HP
Roleplaying Attacks:
One common mistake most people make is automatically assuming their attack is going to hit. Even if the chance is small it is still there. One of the most basic ways to rp is action and reaction make sure to include both and it should help you reach the word count goals.
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Post by Zera Matasuki on Mar 5, 2017 19:49:21 GMT -5
Equipment
Equipment boosts stats such as defence and attack. It should be noted a person can only have of each type of item equipped. Meaning only one defense, attack, speed, magic equipment. So your character can not wield two swords or wear two pieces of chainmail.
Roleplaying Equipment
Weapons are just like quarreling. Attacking with them deals 1/8 recoil damage back. The best way to explain this is when a weapon hits something ard you can feel it in your arms tiring them. A person can only swing a sword so many times before they become tired and pass out.
Armor lessens attacks but does not prevent them. Scrapes, scratches, dents, and breaking are imminent with strong enough hits.
Broken Armor & Weapons
Given enough wear and tear weapons and armor both tend to break. They can be mended by simply closing the thread and returning to your guild. It is the guilds role to keep you and your equipment in top health.
Breaking of armor happens when 100 or more damage is dealt to it in a single battle. EX: 35 + 15 Each round 15 damage goes to the armor. So the armor breaks in 7 rounds.
Breaking of weapons happen if quarreling lasts more than 10 rounds.
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