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=================================
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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