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Jackalope & Aures Battling?

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Wyvern
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Would you like to see a Burrows of Aeris battle system?

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Post  Mousen Heath Sun 21 Aug 2011, 10:57 am

I wasn't going to do this, originally, since it just makes everything far more complicated than it needs to be, but several forums have a battle system in place for their pets. Now, I'm just wondering if anyone would;

A. Like something like this for the forum

And

B. Does anyone have any ideas for how it could work?

I'm terrible with maths, but I'd love to hear any suggestions. Though, the minute anything starts to get ridiculously complex, I'm afraid I'm out of it. Most battle systems on websites like this scare people off because they're like walls of math and stuff, I don't want it to end up like that. I'd rather have to battle system at all, than one so confusing it ends up never being used.
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Post  Wyvern Sun 21 Aug 2011, 12:15 pm

A: In Inklings, me and Ray were planning on making a battle system there, but we didnt actually do much. I wasnt able to do much, which is why I decided to not think much on a Battle system... But come to think of it, Aures and Jackalopes fighting would look pretty cool. In fact, I kept a post count on my pets in case I need it. A suggestion, we could make some easy stats that they can gain after a amount of posts while RPing. Jackalopes and Aures could have base stats, and they gain extra points depending on which area they RP. They can gain a certain amount each level.

B: I would like to help you in coming up with a battle system, but I terribly fail at math. As you said, we need a system that isnt too complicated for all of us.
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Post  Mousen Heath Sun 21 Aug 2011, 12:30 pm

A: I don't like the idea of people having to keep loads of stats if they want to battle, like they have to add up every post etc. It's the main reason why I don't battle over on Evelon. xD; Er, oh god. I don't know. Perhaps markings could have an effect or... Er. Something. Perhaps we could have a small group of traits, and those could effect the stats and give special attacks and stuff. It would be simpler. o3o

B My problem in a nutshell. xD;
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Post  Wyvern Sun 21 Aug 2011, 12:47 pm

So there wont be any Levels? Just traits and special skills? Well, I was thinking that instead of gaining levels on a RP, you gain them by battling! When leveling, your pet can get more skills and stuff? And the markings would have some trait effects, too. We could have simple elements that are weak to another but are effective against other. xD
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Post  auntslappy282 Sun 21 Aug 2011, 2:16 pm

I'm just gonna scoot in here and place my opinion. I wouldn't, personally, do battling, because it takes to much time. If we did something that had to do with luck instead of the stats, because I'm a lazy butt face. I don't know, let me through my opinion in there. I could help too if you'd like, I'm fairly good in math. ^^
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Post  TheLethalFuzzyBunny Sun 21 Aug 2011, 4:35 pm

I have usually always stuck to a basic stat system for battles, including various species. I found that it is best if the stats of each species, even if different, come to the same total.

Some very basic stats are Health, Attack, Defense, Speed. So to explain, I will use them.

So say that I want totals to come out to 25 for all level one pets.

Level 1 Aures:
Health: 11
Attack: 3
Defense: 5
Speed: 6

Level 1 Jackalope:
Health: 10
Attack: 7
Defense: 4
Speed: 4


Both stat totals come out to 25 for each creature even though they are applied differently, but stats stay balanced since they all total the same.

Also, a basic break down for defense verses attack would be as such:

You take the defense of a pet, rounded down evenly, then halfed. (5 Defense is rounded to 4, 4 in half is 2.) Then you subtract that from the attacking pet's Attack. (6 Attack take away 2 is 4, so 4 is taken from the defending pets Health total.)

Though, I also feel that we could add in Magic Attack and Magic Defense, if needed, or any other stats that seem needed.

To make it very simple, all "abilities" could just be based on the stats alone, so their only real use is to give some variety in your writing, unless it is an ability that temporarily blinds the opponent, lowers a stat, raises a stat, or some such.

Another also... I don't think that abilities or stats based on markings would be fair at all. Some creatures don't have any markings at all, while some have more than one. I think it would only create too much imbalance if stats or abilities were making based.
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Post  Mousen Heath Mon 22 Aug 2011, 11:11 am

That sounds simple enough, Toxic. You forgot to mention speed, though. x3;

Well, if we don't end up using abilities/traits/anything, it might be less complicated. But I was thinking of the temporary-raising-of-stats and such.

Oh! And I meant for it to be like this:


Level 1 Markingless Jackalope:
Health: 10
Attack: 7
Defence: 4
Speed: 4


Level 1 Striped Jackalope:
Health: 10
Attack: 6
Defence: 3
Speed: 6

^ Or something. x3; If a jackalope had two markings, the owner could pick whichever set of stats they preferred. ^w^
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Post  Wyvern Mon 22 Aug 2011, 2:05 pm

I like the ideas you guys mentioned so far. And the Magic attack/defense could be used for special skills a pet has, such as the attack they inflict and the defense that will reduce its effect.

So what what about the leveling method? We could have one or more ways to level pets, or something...?

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Post  Thepowerofpie Tue 23 Aug 2011, 1:22 am

-Pokes my head in the thread-

Does anyone aside from me have any scripting experience and know how to write this kind of code? Does it look awesome when done? Yes. Does it require knowledge of PHP and MySQL that takes a bunch of work to get working properly and knowledge of server side scripting that I'm only a novice at? Also yes. It /could/ be done in Javascript, but saving the stats and such is incredibly challenging without some kind of database supporting it in my experience at least. And that's quite hard to arrange for if you aren't hosting the website yourself.

If anyone else knows stuff about scripting, I'm willing to try banging my head into the wall in cooperation, but I'm not familiar with a way to make something that saves variables happen without access to server side scripting... and I'm rather sure that PHPBB boards don't support things like MySQL databases.
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Post  Mousen Heath Tue 23 Aug 2011, 11:14 am

This stuff is all done through RP, Pie, no coding needed. x3; So a battle post might look like this;

Jackalope & Aures Battling? Custom1
Jalopy
Level 1 Markingless Jackalope:

Health: 10
Attack: 7
Defence: 4
Speed: 4

[RP stuff goes here]

Next RP'er:
Jackalope & Aures Battling? Custom40
Charleston.
Level 1 Markingless Jackalope:

Health: 10
Attack: 7
Defence: 4
Speed: 4

Then a third party basically hosts the battle and works out the stats and damages and stuff. ^w^ That's not the best example, but you get my point, hopefully. D|
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Post  Wyvern Tue 23 Aug 2011, 12:44 pm

Mousen Heath wrote:This stuff is all done through RP, Pie, no coding needed. x3; So a battle post might look like this;

Jackalope & Aures Battling? Custom1
Jalopy
Level 1 Markingless Jackalope:

Health: 10
Attack: 7
Defence: 4
Speed: 4

[RP stuff goes here]

Next RP'er:
Jackalope & Aures Battling? Custom40
Charleston.
Level 1 Markingless Jackalope:

Health: 10
Attack: 7
Defence: 4
Speed: 4

Then a third party basically hosts the battle and works out the stats and damages and stuff. ^w^ That's not the best example, but you get my point, hopefully. D|

So Speed would be the stat that chooses which will attack first. Also, Mousey, you should make an RP-ing-like Area for battles. Like a Battledome or something. But what about the leveling?

Hmm, we could try making a test battle so we can have a better example? I dont have much to say now, but I would like to help. =D
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Post  Mousen Heath Tue 23 Aug 2011, 10:14 pm

I know that, Wy, I'm juat waiting for Bunny to fully explain her system. I can't make a battle area/practise battles/talk to you about levelling until I actually know about Toxic's system
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Post  TheLethalFuzzyBunny Wed 24 Aug 2011, 5:48 am

(I must say that I am highly amused that Mousen-dear calls me Bunny and Toxic. xD In a way, I prefer Bunny, because thinking of a mouse and a bunny running things together makes me giggle~)

I'm certainly not opposed to Mousen's idea of different stats based on markings, as long as each pet only has one marking (or lack of one) effect their stats. -nod nod- Actually, I like it. <3

As for Speed, the most basic thing to do would be to just have it dictate which pet went first and, if the pets had the same Speed, a coin flip or roll determines which goes first. I would say it is the most simple stat.

To make it more interesting, though, it could also be used to determine the chance to dodge. If one creature's Speed is greater than the Attack of its attacker, it has an increased chance to dodge. If Speed is lower than or the same as the attacker's Attack, it has only a small dodge chance. Of course, that would take a bit more planning, so it is up to Mousen if she wants it to effect dodge or not.

(Dodge Example: If you roll a single die with numbers 1-6, increased dodge means that two out of six numbers could cause them to dodge if rolled [such as 1 and 6]. If lower dodge chance, than only one out of six numbers could cause them to dodge [such as just 6].)

Note that if we have Magic Attack and Magic Defense, stat totals would then increase to 35 rather than 25 but, unless we find a use for them, their not exactly important.
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Post  Wyvern Wed 24 Aug 2011, 7:16 am

TheLethalFuzzyBunny wrote:(I must say that I am highly amused that Mousen-dear calls me Bunny and Toxic. xD In a way, I prefer Bunny, because thinking of a mouse and a bunny running things together makes me giggle~)

I'm certainly not opposed to Mousen's idea of different stats based on markings, as long as each pet only has one marking (or lack of one) effect their stats. -nod nod- Actually, I like it. <3

As for Speed, the most basic thing to do would be to just have it dictate which pet went first and, if the pets had the same Speed, a coin flip or roll determines which goes first. I would say it is the most simple stat.

To make it more interesting, though, it could also be used to determine the chance to dodge. If one creature's Speed is greater than the Attack of its attacker, it has an increased chance to dodge. If Speed is lower than or the same as the attacker's Attack, it has only a small dodge chance. Of course, that would take a bit more planning, so it is up to Mousen if she wants it to effect dodge or not.

(Dodge Example: If you roll a single die with numbers 1-6, increased dodge means that two out of six numbers could cause them to dodge if rolled [such as 1 and 6]. If lower dodge chance, than only one out of six numbers could cause them to dodge [such as just 6].)

Note that if we have Magic Attack and Magic Defense, stat totals would then increase to 35 rather than 25 but, unless we find a use for them, their not exactly important.

(Toxic? So Bunny here is from another site or what? xD)

I've seen Jackalope/Aures that might use magic, from what I read, so we could add Magic attack/defense, but its all up to Mousey if she wants to add all your ideas. I like the Dodge stat thing, too.
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Post  TheLethalFuzzyBunny Wed 24 Aug 2011, 3:41 pm

Just, ah, call me Bunny. I have a few different aliases. xD But, I think most people do. xD

The problem with "magic" is that I don't think everyone wants all of their Jackalope/Aures to know magic, which would cause the stats to become unbalanced.

I also realized that I forgot to mention the leveling. By leveling, on average, each stat would increase by one (save for health, which would increase by two), in the stat examples I have given so far. It could even include one bonus stat which could be applied as chosen by the user (or the areas could have increased stat boosts). Again, if leveling is to Mousen's liking. Level could be based on roleplay posts, or it could be based on battles (such as they only level through battling, not just regular roleplaying).

I'm not really sure how I could implement Mousen's idea of temporary stat boosts with my system rather than levels, though. I think such things could make it shaky and possibly even more complicated. After all, what would dictate stat changes?
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Post  Mousen Heath Fri 26 Aug 2011, 12:02 pm

Sorry Bunny. xD; I never know what to call you, so I just end up calling you two things. I forget~~ And yes, a bunny and a mouse is kind of funny. xD; It's kind of like the white rabbit and the dormouse, no? xD;

And Wyvern, Bunny is Toxicshadow from Evelon. ^w^

Okay, as for stats and stuff;

1. I'd prefer to do levelling from battles.

2. Speed; I would like to implement dodge. It could easily be done with dice, perhaps? We'd just have to work out the numbers. <3

3. Abilities/temporary boosts; er, let me think on it. But I'll stick that idea to one side for now.

4. Magic, well, perhaps it could just be an 'rp' thing and people could be given the option to (when they wish) have normal attack and defence switched to magic attack and defence, just for RP purposes so people could have bloody battles and magic battles, too. Though, not at the same time? It's just a thought. xD;

5. If I've missed anything I'll address it in the morning.
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Post  Thepowerofpie Sat 27 Aug 2011, 12:52 pm

-Wipes sweat off brow- Okay, i can get behind a system like that. I thought you were going to be looking into a system similar to Aywas' explore mode... and my brain just about exploded from the thought of coding that without MySQL. Would you consider extending the battle system beyond Jackalopes and Aures? I would love to get Dante in on this.

As for dodge, I think the best way to work it would be using the following formula where D=change to dodge, A=attackers ATK stat, S=Defender's Speed, and B=base dodge percent (without a base dodge percent, dodge's will be exceedingly rare). D=(S-2A)+B. The way this formula works is that there will be a higher dodge rate at lower levels of combat, but as characters level up it will become more difficult to dodge. This would reflect increasing attack skills from them characters. Where the base dodge chance is set would be based on how quickly characters are able to level up, and i'd highly recommend a level cap to prevent over-active posters from becoming untouchable. Ideally I'd say the base dodge value should be set to whatever average speed is at half of the level cap, plus 5. That would give a 5% dodge rate at half the cap, and perhaps as high as 15-20% at lower levels with a nearly nonexistent dodge rate at endgame, except for characters who specialize in speed.

I'd also recommend the ability to choose where to allocate one bonus stat per level up, or every few levels. It would allow people to specialize what their character is good at beyond the initial character stat allocation, which I think would be a nice touch.


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Post  Mousen Heath Fri 02 Sep 2011, 10:22 am

1. I don't see why there can't be one for none adoptable characters. <3 We'd just have to discuss stats and all that.n

2. Er... Oh god. Yeah, maths isn't my strong point and it's kind of late over here. I'll try to read that without blanking out in the morning. <33 Damn maths.

3. Yup~ That sounds fine~

4. Sorry for not replying to this for awhile, life's been odd. Ick. <33
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Post  Ray Sat 22 Oct 2011, 12:16 am

After a discussion with Mousen I came up with this system:

Here's what I've got - super easy!

Health: how many hits you can take!
Attack: increases damage - base damage is 1-3 multiplied by an attack bonus equal to .75, 1, or 1.25 detemined by an rng from 1-3.
Defence: decreases taken damage
Speed: determines move order and increases chance for dodging (1% per point, capping at 35%)
Agility: Gives a bonus to speed (1/2 a point per agi point) and criticals
So a basic forumula is:
Damage = c(b*a)-(d)
b is base damage (1-3, rolled on a d3), a is attack bonus (.75, 1, or 1.25 of the mon's attack rounded up, rolled on a d3), c is crit (1.5 or 1, rolled on a d100 and then determined based on the crit chance). D is defensive bonus, which is .9, 1, or 1.1 of the mon's defence, again determined by a d3. The entire equation is skipped if the mon dodges.

Crit starts at 5% and increases by 1% per point. Dodging starts at 5% and increases by 1% per point. Both are capped at 35%. Each level gives 3HP, 1AT, 1DEF, 1SPD, 1AGI, and then 1 extra point of either AT or DEF and one extra point of SPD or AGI.


Sound good? Here's an example fight using a set of base stats:

Guy1: HP 30 AT 10 DEF 5 SPD 15 AGI 10
Guy2: HP 25 AT 13 DEF 4 SPD 17 AGI 13

Guy2 moves first and attacks: 12 damage done (critical hit!) Guy1 at 18HP
Guy1 then attacks: damage done is 6 - Guy2 at 19HP

Guy2 attacks: Guy1 dodges!
Guy1 attacks: 8 damage - guy2 at 11HP

Guy2 attacks: 10 damage, Guy1 at 8HP
Guy1 attacks: 9 damage - guy2 at 2HP!

Guy2 attacks: 10 damage - Guy1 at 0HP, Guy2 wins

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