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Mus's RPG gameplay idea: Based on Birth by Sleep battle system

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Author Topic: Mus's RPG gameplay idea: Based on Birth by Sleep battle system  (Read 651 times)
TheMusRattus
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« on: October 16, 2010, 03:45:16 pm »

Notes:
•   Range of 0 means it can only hit enemies in the same grid square. Range of 1 means it can hit enemies in the same grid square, or adjacent grid squares (not diagonally), etc.
•   Normal attacks have a range of 0 and are governed by Strength unless said otherwise.
•   If during a combo you decide to target a different enemy, the first attack against that enemy suffers a 50% accuracy penalty (Unless otherwise stated by “No Target Penalty”). If marked with “Same Target”, attack will automatically miss if done to a target that’s different than the last attacks target. Other attacks have normal accuracy.
•   x R means “x number of turns until command recharges”
•   X Y (next to command description), X is the element (if it has) and Y is the attribute (Phys or Magic)
•   All attacks have a default speed of 1 unless otherwise stated. The speed stat shows how many actions you can take in one turn. Normally, moving costs 1 speed
•   Counter range attacks only affect enemies that directly attack the user
•   Focus commands may only be used when Focus is at 1000 (MAX). Lost focus increases with every attack. x T means “x number of targets possible”. Focus is gained at a rate of 1 FP per damage dealt (Not counting the Focus Command itself) Enemies can be targeted as much as wanted, unless they are invisible or something like that
•   Every attack that hits (Except Focus Commands) fills up the Command Gauge by 5 points per hit when in Norma Style. When in Command Style, every hit fills up the Command Gauge by 3.
•   When the Command Gauge is filled, a Finish Command can be used (You can’t attack once the Finish Command is used, but you can use other commands)
•   If the Command Gauge isn’t filled up at all for 1 turn, you lose 5 GP (Gauge Points) for the first turn, 10 for the next, 15 after that, etc. An exception would be if you use a Focus Command
•   When in Normal Style (no change), CG (Command Gauge) has a limit of 100. When in Command Style (first change), CG has a limit of 200.
•   If in Command Style your CG reaches 0, you revert to Normal Style
•   If you fill up the CG in Command Style, you use your Style Finish Command (Just like regular Finish command). After that, your revert to 0 GP
•   “Strike” commands can be used in place of a normal attack in a combo, except Combo Finishers. (If used in Command Style, a normal attack is done instead of the Style Attack)
•   Power ratings refer to each hit, not the entire attack.
•   Finish commands use up an entire turn
•   Generally, Command Power is increased by 1 per level, unless otherwise stated.
•   Damage formula (per hit) used: (Power + Stat used [Strength for phys, Magic for magic] - Defense = Damage dealt) simple, right?
•   Most enemies have 0 defense

Status:
The___Rattus:
HP: 30
Strength: 1
Magic: 3
Defense: 0
Speed: 3
Weapon: Magic Blade: Strength: 1
           Magic: 2
Combo:
Attack: Sideways slash: 1 Hit: Power 1
   |-----Attack: Sideways slash: 1 Hit: Power 1
      |-----Combo Finish: Thrust: 1 Hit: Power 2

Command Deck: (3 slots)
Light Shot LV 1: The user shoots a ball of light that attacks an enemy without fail: Light Magic: 1 R: Range 1: Power 3
Light Shot LV 1: The user shoots a ball of light that attacks an enemy without fail: Light Magic: 1 R: Range 1: Power 3
Light Circle LV 1: The user surround him/herself with a circle of light, damaging (but not interrupting) any enemy that enters: Light Magic: 2 R: Range Counter: Power 2: Speed 2

Focus Command:
Light Rain LV 1: The user shoots multiple beams of light into the sky that fall after the enemy turn: Light Magic: 10 T: Range 2: Power 1

Finish Command:

Finish: The user summons 3 balls of light that home in on a nearby enemy: Light Magic: Range 0: Power 5

Command Style:
Bright Way: Activated if 50% of the Command Gauge is filled using Light attacks.
Speed upgraded to 4
Upgrades Light Magic commands by one level
Combo:
Shine: A diagonal slash while a few inches off the floor, imbued with the power of light: 1 Hit: Light: Power 2
|-----Shine: Another diagonal slash, this time on the floor, also imbued with the power of light: 1 Hit: Light: Power 2
|----- Shine: Spiraling, rising slashes that lift the enemy up: 2 Hits: Light: Power 1
|-----Shine Finisher: A downward motion is done by the attacker, sending a light to smite an enemy: 1 Hit: Light Magic: No Target Penalty: Power 4

Style Finish Command:
Bright Way: The user lifts all enemies in range a few inches into the air, then creates 3 large spheres of light that surround the user once, hitting all enemies: 4 Hits: 1st hit Light Phys Power 1: Other hits Light Magic Power 5



Enemy Status:
Shadow:
HP: 10
Strength: 1
Magic: N/A
A simple shadow, nothing special. Although they are easy to defeat, a swarm of them can easily defeat you. Use area attacks to take them out quick!

Soldier:
HP: 15
Strength: 2
Magic: N/A
A being of the darkness with a stronger will than that of a shadow, these soldiers are also more of a threat than shadows. They should be your first priority when choosing which enemies to defeat.
Special Move: Spin Attack: 5% use chance: The soldier spins at the target, launching him/her into the air, taking up one action for his/her next turn: Power 0


Battle Grid: (Zone size: 6)

A1: 1 Shadow (A)|A2: 1 Soldier (A)|A3: 1 Shadow (B)|
B1: 2 Shadows (C,D)|B2: The___Rattus, 3 Shadows (E,F,G)|B3: 2 Shadows (H,I)|
C1: 1 Shadow (J)C2: 1 Soldier (B)C3: 1 Shadow (K)
« Last Edit: October 16, 2010, 06:29:51 pm by TheMusRattus » Report Spam   Logged

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TheMusRattus
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« Reply #1 on: October 16, 2010, 04:19:37 pm »

1ST TURN:

Player Turn:
The___Rattus:
Attacks Shadow E three times: [7 Damage dealt]
CG: [15/100]

Enemy Turn:
Shadows A  and B move to A2
Shadows C and H move to B2
Shadows J and K move to C2
Shadows E, F, and G attack The___Rattus: [3 damage dealt total]

TURN END

A1:|A2: 1 Soldier (A), 2 Shadows (A,B)|A3: td]
B1: 1 Shadow (D)|B2: The___Rattus [27/30], 5 Shadows (E[3/10],F,G,C,H)|B3: 1 Shadow (I)|
C1:C2: 1 Soldier (B), 2 Shadows (J,K)C3:

2ND TURN:

Player Turn:
The___Rattus:
Uses Light Shot A on Soldier A: [6 damage dealt]
Uses Light Circle
CG: [25/100]

Enemy Turn:
Shadows E,F,G,C, and H attack The___Rattus
!!
The___Rattus counters first! [5 damage dealt to all attackers]
Shadow E is defeated!
CG: [50/100]
Shadows F,G,C, and H finish their attack [4 damage dealt]

TURN END

A1:|A2: 1 Soldier (A[9/15]), 2 Shadows (A,B)|A3:
B1: 1 Shadow (D)|B2: The___Rattus [23/30], 4 Shadows (F[5/10],G[5/10],C[5/10],H)[5/10]|B3: 1 Shadow (I)|
C1:C2: 1 Soldier (B), 2 Shadows (J,K)C3:

3RD TURN

Player Turn:
The___Rattus:
Uses Light Shot B on Soldier A: [6 damage dealt]
CG:[55/100]

Enemy Turn:

Soldier A moves to B2
Shadows F,G,C, and H attack: [4 damage dealt]

TURN END

The___Rattus:
Light Shot A RECHARGED

A1:|A2: 2 Shadows (A,B)|A3:
B1: 1 Shadow (D)|B2: The___Rattus [19/30], 4 Shadows (F[5/10],G[5/10],C[5/10],H)[5/10], 1 Soldier (A[3/15])|B3: 1 Shadow (I)|
C1:C2: 1 Soldier (B), 2 Shadows (J,K)C3:
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TheMusRattus
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« Reply #2 on: October 16, 2010, 04:52:43 pm »

4TH TURN

Player Turn:
The___Rattus:
Attacks Soldier A twice: [4 Damage dealt]
Soldier A is defeated!
Attacks Shadow F: [MISS!]
CG:[60/100]

Enemy Turn:
Shadows F,G,C, and H attack The___Rattus: [4 damage dealt]

TURN END
The___Rattus:
Light Shot B RECHARGED
Light Circle RECHARGED

A1:|A2: 2 Shadows (A,B)|A3:
B1: 1 Shadow (D)|B2: The___Rattus [15/30], 4 Shadows (F[5/10],G[5/10],C[5/10],H)[5/10], B3: 1 Shadow (I)|
C1:C2: 1 Soldier (B), 2 Shadows (J,K)C3:

5TH TURN

Player Turn:
The___Rattus:
Uses Light Circle

Enemy Turn:
Shadow I moves to B2
Shadows F,G,C, and H attack The___Rattus
!!
The___Rattus counters first! [5 damage dealt to all attackers]
Shadows F,G,C, and H are defeated!
The___Rattus CG:[80/100]

TURN END

A1:|A2: 2 Shadows (A,B)|A3:
B1: 1 Shadow (D)|B2: The___Rattus [15/30], 1 Shadow (I) B3:
C1:C2: 1 Soldier (B), 2 Shadows (J,K)C3:

6TH TURN

Playter Turn:
The___Rattus:
Attacks Shadow I once: [2 damage dealt]
Uses Light Shot A and Light Shot B on Soldier B: [12 damage dealt]
CG:[95/100]

Enemy Turn:
Soldier B and Shadows J,K, and A move to B2
Shadow I attacks The___Rattus: [1 damage dealt]

TURN END

A1:|A2: 1 Shadow (B)|A3:
B1: 1 Shadow (D)|B2: The___Rattus [14/30], 4 Shadows (I[8/10],J,K,A), 1 Soldier (B[3/15]) B3:
C1:C2: C3:

7TH TURN


Player Turn:
The___Rattus:
Attacks Soldier B twice: [4 damage dealt]
Soldier B is defeated!
Attacks Shadow I once: [2 damage dealt]
CG: [100/100]

STYLE CHANGE
BRIGHT WAY

Enemy Turn:
Shadows I,J,K, and A attack The___Rattus: [4 damage dealt]

TURN END
The___Rattus:
Light Shot A RECHARGED
Light Shot B RECHARGED
Light Circle RECHARGED

A1:|A2: 1 Shadow (B)|A3:
B1: 1 Shadow (D)|B2: The___Rattus [10/30], 4 Shadows (I[6/10],J,K,A)B3:
C1:C2: C3:
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TheMusRattus
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« Reply #3 on: October 16, 2010, 05:14:49 pm »

8TH TURN

Player Turn:
The___Rattus uses Light Circle
The___Rattus uses Light Shot A on Shadow K: [7 damage dealt]
The___Rattus uses Light Shot B on Shadow A: [7 damage dealt]
CG: [106/200]

Enemy Turn:
Shadow B moves to B2
Shadows I,J,K, and A attack The___Rattus
!!
The___Rattus counters first! [6 damage dealt to all attackers]
Shadows I,K, and A are defeated!
The___Rattus CG: [118/200]
Shadow J finishes its attack: [1 damage dealt]


TURN END

A1:|A2: A3:
B1: 1 Shadow (D)|B2: The___Rattus [9/30], 2 Shadows (B,J[4/10])B3:
C1:C2: C3:

9TH TURN

Player Turn:
The___Rattus:
Uses Shine 3 times on Shadow B:[10 damage dealt]
Shadow B is defeated!
Uses Shine on Shadow J: [7 damage dealt]
Shadow J is defeated!
CG: [133/200]

Enemy Turn:
Shadow D moves to B2

TURN END
The___Rattus:
Light Shot A RECHARGED
Light Shot B RECHARGED

A1:|A2: A3:
B1:B2: The___Rattus [9/30], 1 Shadow (D)B3:
C1:C2: C3:

10TH TURN

Player Turn:
The___Rattus:
Uses Shine 3 times on Shadow D: [10 damage dealt]
Shadow D is defeated!
CG: [145/200]

Enemy Turn:
NEW WAVE
Shadows A,B appeared on A1!
Soldier A and Shadow C appeared on A2!
Shadows D,E appeared on A3!
Soldier B and Shadow F appeared on B1!
Soldier C and Shadow G appeared on B3!
Shadows H,I appeared on C1!
Soldier D and Shadow J appeared on C2!
Shadows K,L appeared on C3!

TURN END
The___Rattus:
Light Circle RECHARGED

A1: 2 Shadows (A,B)A2: 1 Soldier (A), 1 Shadow (C) A3: 2 Shadows (D,E)
B1: 1 Soldier (B), 1 Shadow (F)B2: The___Rattus [9/30]B3: 1 Soldier (C), 1 Shadow (G)
C1: 2 Shadows (H,I)C2: 1 Soldier (D), 1 Shadow (J) C3: 2 Shadows (K,L)

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TheMusRattus
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« Reply #4 on: October 16, 2010, 06:55:02 pm »

11TH TURN

Player Turn:
The___Rattus:
Uses Focus Command: Light Rain (15 targets)
Targets: Soldier B three times, Soldier A three times, Soldier C three times, Soldier D three times, Shadow F once, Shadow G once, Shadow J once.

Enemy Turn:
Soldiers B,D and Shadows G,F,C move to B2
Shadows A,B,D,E move to A2
Shadows H,I,K,L move to C2
!!
Light Rain falls
Hits Solders B,A,C,D three times each:[12 damage each]
Hits Shadows F,G,J one time each:[4 damage each]

TURN END

A1: A2: 1 Soldier (A), 4 Shadows (A,B,D,E) A3:
B1: B2: The___Rattus [9/30], 2 Soldiers (B[3/15],D[3/15]), 3 Shadows (G[6/10],F[6/10],C) B3: 1 Soldier (C)
C1:C2: 5 Shadows (J[6/10],H,I,K,L) C3:

12TH TURN

Player Turn:
The___Rattus:
Uses Shine twice on Shadow C: [6 damage dealt]
Uses Light Circle
CG: [151/200]
FP: [6/1000]

Enemy Turn:
Soldiers B,D and Shadows G,F,C attack The___Rattus
!!
The___Rattus counters first! [6 damage dealt to all attackers]
Soldiers B,D and Shadows G,F,C are defeated!
The___Rattus CG: [166/200]
The___Rattus FP: [36/1000]

TURN END

A1: A2: 1 Soldier (A), 4 Shadows (A,B,D,E) A3:
B1: B2: The___Rattus [9/30] B3: 1 Soldier (C)
C1:C2: 5 Shadows (J[6/10],H,I,K,L) C3:

13TH TURN

Player Turn:
The___Rattus:
Uses Light Shot A on Soldier C: [7 damage dealt]
Uses Light Shot B on Soldier A: [7 damage dealt]
CG: [172/200]
FP: [50/1000]

Enemy Turn:
Shadows J,H,I,K,L move to B2

TURN END

A1: A2: 1 Soldier (A), 4 Shadows (A,B,D,E) A3:
B1: B2: The___Rattus [9/30], 5 Shadows (J[6/10],H,I,K,L) B3: 1 Soldier (C)
C1:C2: C3:

14TH TURN

Player Turn:
The___Rattus:
Uses Shine 2 times on Shadow H:[6 damage dealt]
Uses Shine once on Shadow I:[MISS!]
Moves to C2
CG: [178/200]
FP; [56/1000]

Enemy Turn:
Shadows J,H,I,K,L move to C2
Solders A,C and Shadows A,B,D,E move to B2

TURN END
The___Rattus:
Light Shot A RECHARGED
Light Shot B RECHARGED
Light Circle RECHARGED

A1: A2: A3:
B1: B2: 2 Soldiers (A,C), 4 Shadows (A,B,D,E) B3:
C1:C2: The___Rattus [9/30], 5 Shadows (J[6/10],H[4/10],I,K,L) C3:

14TH TURN

Player Turn:
The___Rattus:
Uses Light Shot A on Shadow K: [7 damage dealt]
Uses Light Shot B on Shadow I: [7 damage dealt]
Uses Light Circle
CG: [184/200]
FP: [70/1000]

Enemy Turn:
Shadows J,H,I,K,L attack The___Rattus
!!
The___Rattus counters first! [6 damage dealt to all attackers]
Shadows H,J,K,I are defeated!
Shadow L finishes its attack: [1 damage dealt]
The___Rattus CG: [199/200]
The___Rattus FP: [100/1000]

TURN END

A1: A2: A3:
B1: B2: 2 Soldiers (A,C), 4 Shadows (A,B,D,E) B3:
C1:C2: The___Rattus [8/30], 1 Shadow (L[4/10]) C3:
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TheMusRattus
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« Reply #5 on: October 16, 2010, 06:55:47 pm »

15TH TURN

Player Turn:
The___Rattus:
Uses Shine 2 times on Shadow L: [6 damage dealt]
CG: [200/200]
FP: [106/1000]

STYLE FINISH READY

Enemy Turn:
Shadows A,B,D,E and Soldier C move to C2

TURN END
Light Shot A RECHARGED
Light Shot B RECHARGED

A1: A2: A3:
B1: B2: 1 Soldier (A) B3:
C1:C2: The___Rattus [8/30], 4 Shadows (A,B,D,E), 1 Soldier (C) C3:

16TH TURN

Player Turn:
The___Rattus:

STYLE FINISH
BRIGHT WAY

Shadows A,B,D,E and Soldier C are hit: [26 damage dealt to each]
Shadows A,B,D,E and Soldier C are defeated!

STYLE REVERT

CG: [0/100]
FP: [236/1000]

Enemy Turn:
Soldier A moves to C2

TURN END
Light Circle RECHARGED

A1: A2: A3:
B1: B2: B3:
C1:C2: The___Rattus [8/30], 1 Soldier (A) C3:

17TH TURN

Player Turn:
The___Rattus:
Uses Light Shot A and Light Shot B, followed by an attack on Soldier A: [14 damage dealt]
CG: [15/100]
FP: [250/1000]

Enemy Turn:
Soldier A attacks The___Rattus: [2 damage dealt]

TURN END

A1: A2: A3:
B1: B2: B3:
C1:C2: The___Rattus [6/30], 1 Soldier (A[1/15]) C3:

18TH TURN

Player Turn:
The___Rattus:
Uses Light Circle
Fools around a bit

Enemy Turn:
Soldier A attacks The___Rattus
!!
The___Rattus counters first! [6 damage dealt to all attackers]
Soldier A is defeated!

VICTORY!
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Raven
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« Reply #6 on: October 16, 2010, 08:00:05 pm »

Attacking

Range-0 means you can only attack enemies on the same panel as you. 1 or higher means you can hit enemies up to that many panels away horizontally or vertically but not diagonally.
EX. the numbers equal range of attack if player is at 0.

[-][-][2][-][-]
[-][2][1][2][-]
[2][1][0][1][2]
[-][2][1][2][-]
[-][-][2][-][-]

Normal attacks have a range of 0 and use the strength stat unless stated otherwise.

The amount of actions you may take in a turn is determined by the speed stat. Movement and attacks cost 1 point each unless otherwise stated.

During a combo if you change your target the first attack will suffer a 50% accuracy penalty.

Strike-A command that can be used in place of a normal attack in a combo but not combo finishers. When in Command Style you will preform a normal attack instead of the style attack.

No target penalty-Will not suffer 50% accuracy penalty when switching targets.

Same target-Target may not be changed midcombo. Doing so will give that attack and the rest of the attacks in the combo 0% accuracy.

attack example

(a)Light Shot LV 1 (b)The user shoots a ball of light that attacks an enemy without fail(c)Light Magic (d)1 R (e)Range 1 (f)Power 3

(a)Name of attack and attack level

(b)Description of attack

(c)Attack type- element if there is one and magic or physical

(d)Number of turns until attack recharges

(e)Attack range

(f)Attack power- refers to each hit not the entire attack

Damage formula (per hit) used: (Power + Stat used [Strength for phys, Magic for magic] - Defense = Damage dealt)

Command Gauge

The command gauge has a limit of 100 GP(gauge points) in normal style and 200 GP in Command style.

Every attack that hits (except focus commands) will increase the command gauge by 5 GP in normal style and 3 GP in command style.

When the command gauge is filled a Finish Command can be used. Using it will prevent further attacking but other commands are still free to be used.

Going a turn without gaining GP will result in a 5 GP loss and for each consecutive turn GP isn't gained an additional 5 will be subtracted. (5, 10, 15 etc.) An exception to this rule would be using a Focus Command.

The rest of this I didn't know where exactly to go with and I don't understand how the styles work comfortably enough to make a section for it.

•   Counter range attacks only affect enemies that directly attack the user
•   Focus commands may only be used when Focus is at 100 (MAX). Lost focus increases with every attack. x T means “x number of targets possible”. Enemies can be targeted as much as wanted, unless they are invisible or something like that
•   If in Command Style your CG reaches 0, you revert to Normal Style
•   If you fill up the CG in Command Style, you use your Style Finish Command (Just like regular Finish command). After that, your revert to 0 GP
•   Finish commands use up an entire turn
•   Generally, Command Power is increased by 1 per level, unless otherwise stated.
« Last Edit: October 16, 2010, 08:05:54 pm by Raven » Report Spam   Logged
TheMusRattus
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« Reply #7 on: October 16, 2010, 11:37:24 pm »

Thanks, Raven. You did a good job with that. I'll clean up the rest:

Command System
The RPG uses a command system, where instead of spells or MP or something like that, you use commands you assembled into a deck. In an average turn, you can use attacks and commands together. I think Raven summed up most of it. As you use these commands, they level up, becoming more powerful.
There are multiple kinds of commands though:
  • Attack Commands: This is your average attack. You can use multiple attacks in a row to form a combo that ends in a combo finisher.
  • Action Commands: These are your special attacks. They can be either magic oriented or physical oriented, and ofter have different effects or are powerful. See Raven's Command Model on his post
  • Reaction Commands: These are a type of Command that activate on certain instances. There are Counter commands which damage and (if not stated otherwise) interrupt enemy attacks, Block commands that block enemy attacks, and Evade commands, that let you dodge attacks and escape harm. If it is a reaction command, the Range will become Counter, Block, or Evade, respectively
  • Focus Commands: Once you have 1000 Focus Points (FP), which is the max, you can unleash your Focus Command. This is a powerful attack that may have extra effects. It works by targeting enemies in range (Shown as a number followed by T, like 20 T means there can be 20 targets). You can target the same enemy multiple times. Use it to either damage many enemies or damage a single enemy a crapload
  • Finish Command: If you fill up the Command Gauge in a way that doesn't make you Style Change, you can use a Finish Command that is still more powerful than your average attack. Using it reverts your CG to 0. When you have it available, your Attack Commands are locked and unusable, but your Action Commands are still usable. They use up the entire turn, though.
Oh, and the Power stat of commands is generally increase by 1 per command level. The exception is Focus Commands, which increase the amount of targets every level instead.

I'll explain Command Styles more indepth later
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