=================================
Characters & Combat - Definitions
=================================
Updated: 26.May.2003
Abbreviations:
p - Physical
e - Entropic
H - average human.
NB: Statistical limits are for the human species.
(Predetermined/Constant)
Name Use Scale (H)
---------------------------------------------------------------
Id Entity model index 255 x
Model Physical description string_ref x
Bitmap(s) Physical image data x x
eLev Natural e level 0-250 (80)
ePar e Parity (eReg) -,0,+,-+ (0)
eBTu +e upper tolerance 0-250 (5)
eBTl -e lower tolerance 0-250 (5)
pDcp Physical Damage cap. 0-250 (5)
(Pretedermined/Variable)
Name Use Scale (H) e+ e- *
---------------------------------------------------------------------------------
pStr pDamage, melee strike, encumberance 0-25 (5) -1 +1
PAgl pDefence, ranged strike, speed 0-25 (5) +1 -1
pEnd pDamage capacity, pStatus resist 0-25 (5) -1 +1
mStr eFlow rate. 0-25 (5) +1 -1
mAgl eAttack efficiency, eRegenerate 0-25 (5) +1 -1
mEnd eDefence efficiency, eStatus resist 0-25 (5) -1 +1
*For every 10 points difference + or - CeLev is to eLev, the 8 stats are
raised/lowered 1 point, as indicated. Note: e+- temporary stat changes
affect the derived statistics Spd & pDcp.
The 6 temporary stats are referred to with an 'C' prefix ie: 'CpStr'
(Derived/Constant)
Name Use Scale (H) Formula
----------------------------------------------------------------------------------
eTuT e Upper Tol. Threshold 0-250 (70) eLev + eBTu
eTlT e Lower Tol. Threshold 0-250 (90) eLev - eBTl
(Derived/Variable)
Name Use Scale (H) Formula
----------------------------------------------------------------------------------
eReg Nat e Regenerate rate 0-2.5 (0.5) CmAgl / 10
eInd Induced e Accel. rate 0-25 (1) CmAgl * ePar
(Derived/Volatile)
Name Use Scale (H) Affected By:
-------------------------------------------------------------------------
CpLev Physical Damage Level 0-pDcp (10) Physical Damage
CeLev Current eLev 0-250 (80) Entropic Flow
Weapon Data
===========
(Predetermined/Constant)
Name Use Scale (W)
---------------------------------------------------------------
Id Item model index 0-255 x
Model Physical description string_ref x
Type Artificial/Natural a,n x
Bitmap(s) Physical image data x x
pDam p Damage 0-250 (5)
eFlw e flow rate 0-250 (10)
eLev Natural e level 0-250 (50)
eTuT +e Upper Tol. Threshold 0-250 (25)
eTlT -e Lower Tol. Threshold 0-250 (75)
eAEf e Attack Efficiency 0-2.5 (0.5)
eReg Nat e Regenerate rate 0-250 (0.1)
(Derived/Volatile)
Name Use Scale Base
------------------------------------------------------------------
CeLev Current eLev 0-250 eLev
Armour Data
===========
(Predetermined/Constant)
Name Use Scale (W)
---------------------------------------------------------------
Id Item model index 0-255 x
Model Physical description string_ref x
Bitmap(s) Physical image data x x
Type Artificial/Natural a,n x
pDac p Damage absorb cap. 0-25 (5)
eLev Natural e level 0-250 (50)
eTuT +e Upper Tol. Threshold 0-250 (25)
eTlT -e Lower Tol. Threshold 0-250 (75)
eDEf +e Defence Efficiency 0-2.5 (0.5)
eReg Nat e Regenerate rate 0-2.5 (0.1)
(Derived/Volatile)
Name Use Scale Base
------------------------------------------------------------------
CeLev Current eLev 0-250 eLev
==============================
Entropic Combat Formulae/Rules
==============================
Abbreviations
A: - Attacker
D: - Defender
x:Wp: - Weapon
x:Ar: - Armour
O: - General Object (any of the above)
e Regeneration
==============
- To Regenerate
(For all objects, each and every round/interval/step)
- If O:CeLev > O:eLev then O:CeLev = O:CeLev - O:eReg
If O:CeLev < O:eLev then O:CeLev = O:eLev
- If O:CeLev < O:eLev then O:CeLev = O:CeLev + O:eReg
If O:CeLev > O:eLev then O:CeLev = O:eLev
Self-Induced e Change
=====================
- To Induce eChange
- If O:ePar = '+' then O:CeLev = O:CeLev + (O:eReg * O:eAcc)
If O:CeLev > O:eTu then O:CeLev = O:eTu
- If O:ePar = '-' then O:CeLev = O:CeLev - (O:eReg * O:eAcc)
If O:CeLev < O:eTl then O:CeLev = O:eTl
- If O:ePar = '+-' O 'chooses' one of the above methods.
- If O:ePar = '0' O cannot induce e Change.
Entropic (& Physical) Attacks
=============================
- To Strike
- A: If d20 roll + (A:CpAgl - D:CpAgl) => 10
If A then Entropic_Attack! else End
= Entropic_Attack =
- To Equalize
eFlow_Direction:
- Diff : A:Wp:CeLev - D:CeLev
x:eDir = If Diff is + then (A:eDir = -1) and (D:eDir = +1)
If Diff is - then (A:eDir = +1) and (D:eDir = -1)
If Diff = 0 then Physical_Attack!
else Attack_eFlow!
Attack_eFlow:
- A:eEfd = If (A:eDir = +1) then (A:eEfd = A:eEf+)
If (A:eDir = -1) then (A:eEfd = A:eEf-)
- A:Flow = (A:Wp:eFlw + A:CmStr - D:CmEnd) * A:eDir
- A:Eff = A:Wp:eEfd + (A:CmAgl / 10)
A:Wp:CeLev = A:Wp:CeLev + (A:Flow * A:Eff)
- Tolerat for + eDir = (A:Wp:CeLev + Flow) - A:W:eTu
If Tolerat > 0 then A:CeLev
= A:CeLev + Tolerat and Overflow!
else A:CeLev = A:CeLev + Flow
- Tolerat for - eDir = A:W:eTl - (A:Wp:CeLev + Flow)
If Tolerat > 0 then A:CeLev
= A:CeLev - Tolerat and Overflow!
else A:CeLev = A:CeLev + Flow
Defense_eFlow:
- D:Ar:eEfd = If (D:eDir = +1) then (D:Ar:eEfd = D:Ar:eEf+)
If (D:eDir = -1) then (D:Ar:eEfd = D:Ar:eEf-)
- D:Flow = A:Flow * -1
- A:Eff = D:Ar:eEfd (D:CmEnd / 10)
D:CeLev = D:CeLev + (D:Flow * D:Eff)
- Tolerat for + eDir = (D:Ar:CeLev + D:Flow) - D:eTu
if Tolerat > 0 then D:CeLev
= D:CeLev + Tolerat and Overflow!
else D:CeLev = D:CeLev + D:Flow
- Tolerat for - eDir = D:eTl - (D:Ar:CeLev + D:Flow)
if Tolerat > 0 then D:CeLev
= D:CeLev - Tolerat and Overflow!
else D:CeLev = D:CeLev + D:Flow
Overflow!:
- x:ovFlow = Tolerat * eDir
Repeat (Attack/Defense)_eFlow using x:Flow = x:ovFlow down the chain:
Chain of Attacker: A:Weapon --> A:Armour* --> A:Body**
('A:Wp' becomes 'A:Ar' becomes 'A:')
Chain of Defender: D:Armour --> D:Body**
('D:Ar' becomes 'D:')
* Natural weapon overflow ignores attacker's Armour.
** Body overflow results in rapid eBand change,
x:CpDcp drops to 0 and x:DEATH.
continue Physical_Attack!
= Physical_Attack =
- To Injure
eBand Check:
- Diff = A:W:CeLev - D:CeLev
If Diff <= 25 then D_Damage!
D_Damage:
- Damage = (A:Wp:pDam + A:CpStr) - (D:Ar:pDac + D:CpEnd) / (Diff+1)
D:CpDcp = D:CpDcp - Damage
If D:CpDcp <= 0 then D:DEATH
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