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PZPgatron

(Not)Alchemy into gameplay

Nov 1st, 2015
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  1. Inspired by Scind's ideas of triple stuff although slightly altered
  2. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3. Mechanics and Default Keybindings
  4. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  5. Keybindings
  6. ~~~~~~~~~~~~
  7. Q - Water
  8. W - Earth
  9. E - Air
  10. R - Fire
  11. A - Life
  12. S - Death
  13. D - Disintegration
  14. F - Creation
  15. LMB - move around
  16. RMB - "Force cast"
  17. Space - "Area cast", or sometimes "Selfcast" depending on form
  18.  
  19. ~~~~~~~~~~~~
  20. Incompatibilities
  21. ~~~~~~
  22. Q/E, W/R. A/S. D/F
  23. ~~~~~~~~~~~~
  24. Temperature
  25. ~~~~~~
  26. *The target can be either hot, cold or neutral.
  27. *The player is given a gauge on the screen, visually showing temperature - with distinguished Cold, Neutral and Hot zones, along with Combustion and Freezing treshold.
  28. *Based on temperature, the Player and his actions slow down or speed up (Burning people run around like chickens)
  29. *The player receives small DoT based on his temperature's deviation from the centre of neutral zone
  30. *The player can see other players' temperature visually, although is not given exact numbers
  31. *"Hot" state is required for Ceration and Sublimation
  32. *"Hot" state boosts Air and Fire
  33. *"Cold" state is required for Congelation and Fixation
  34. *"Cold" state boosts Water and Earth
  35. *"Combusted (burning) state is required for Incineration
  36. *Neutral temperature is required for Distillation
  37. *When Combustion treshold is breached, the player will Combust, receiving additional DoT.
  38. *Combusted player is open to Incineration.
  39. *When Freezing treshold is breached, the player can Freeze when treated with Death
  40. *When Frozen, the player receives triple damage from any variant of pure 3x elemental attack, but is ummune to everything else
  41. *The player can cast heat on himself in order to get out of the state. Life greatly speeds it up, but beware of triggering processes!
  42. *Player's temperature naturally returns to neutral state over time
  43. ~~~~~~~~~~~~
  44. Moisture
  45. ~~~~~~
  46. *The player can be either wet or dehydrated (or just dry).
  47. *There is a "midle ground" where the moisture is mostly neutral at the "dry" state.
  48. *The player is given moisture gauge, which monitors his...well...moisture.
  49. *Has no real purpose except for connection with temperature and processes.
  50. *Wet state is required for Congelation, Distillation, Ceration.
  51. *Dehydrated state is required for Incineration, Fixation, Sublimation.
  52. *Wet player loses temperature more easily
  53. *Wet player has Water and Air boosted
  54. *Wet player has Freezing treshold lowered, and Combustion treshold raised
  55. *Dehydrated player heats up more easily
  56. *Dehydration boosts Earth and Fire
  57. *Dehydrated player has Combustion treshold lowered and Freezing treshold raised
  58. *Player's moisture naturally returns to neutral state over time
  59. ~~~~~~~~~~~~
  60. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  61. "Elements" breakdown
  62. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  63. The basics of Alchemy often mentions such a chart:
  64. Celestial Salt / Fixed : Water (Cold and Wet) and Earth (Cold and Dry)
  65. Celestial Niter / Volatile : Air (Hot and Wet) and Fire (Hot and Dry).
  66.  
  67. These things connect with each other into three main principles:
  68. Sulfur (of Air and Fire) / soul / expansion - Very volatile, penetrating, dissolves very easily and violently.
  69. Mercury (of Water and Air) / spirit /integration - The "life force", simply put. The balance between Sulfur and Salt.
  70. Salt (of Water and Earth) / manifestation / contraction - crystallization of elements or something.
  71.  
  72.  
  73. Also a couple of other things -
  74. Life - puts everything in movement - "creation of movement"
  75. Death - stops the movement altogether - "death of movement"
  76. Creation - Redundant, easier equivalent of various circles - or creation of energy
  77. Disintegration (Terra) - Not quite symbol of destruction, rather disintegration.
  78.  
  79. Illustrative amounts of damage
  80. A - None
  81. B - Minimal
  82. C - Medium
  83. D - High
  84. E - Extremely high
  85. F - Fatal
  86.  
  87. "Classic" elements and principles that come from them
  88. ~~~~~~~~~~~~
  89. Water (Cold and Wet) - Utility pushover
  90. 1-Single spurt of water(A) 2-Continuous spray of water(M) 3-Chargeable burst of pressurized water in a thin cone, can push people around(C)
  91. *Cools down the target
  92. *Wettens the target
  93. ~~~~~~
  94. Earth (Cold and Dry) - Heavy hitter, the least utility, the most damage
  95. 1-Throwing a bunch of soil, slightly slows down targets in range(B) 2-Continuous spray of sand (C)3-Chargeable rock with great amounts of power(E)
  96. *All of Earth's attacks dissolve into sand, that stays around for a while and can be used to enhance any Processes.
  97. *Instantly cools down the target upon hit for great amount.
  98. *Dries the target
  99. *AoE can knockdown unprepared subjects
  100. ~~~~~~
  101. Air (Hot and Wet) - Electricity
  102. 1-Pushes the target away in a cone(A) 2- Continuous lightning arc.(C) 3- Chargeable lightning bolt(E)
  103. *Wettens the target
  104. *Heats up the target
  105. *Lightnings mini-stun the target
  106. ~~~~~~
  107. Fire (Hot and Dry) - Slow, kiteable heavy hitter
  108. 1-Burst of heat in a small long cone (second of delay) (D) 2- Continuous heat generation, affects everything very slightly in very big range(B) 3-Chargeable ball of heated plasma, travels very slowly and can be easily kiteable (E)
  109. *Dries the target
  110. *Heats up the target
  111. *The 3x form can cause Incineration. The idea of Fire is the very powerful, kitable hitter that rewards with heat every time you manage to hit the target.
  112. ~~~~~~~~~~~~
  113. Principles (combinations of elements)
  114. ~~~~~~~~~~~~
  115. Salt -
  116. *Makes crystalline projectiles, equivalent of ice machinegun. (C)
  117. *Sticks to the target and provides with extra solid matter to work with.
  118. *Powerful for transferring statuses when you want to deal physical damage at the same time.
  119. *Only cools down the target.
  120. *AoE blocks targets for a second in place, but doesn't stun them
  121. ~~~~~~
  122. Mercury - Healer (?)
  123. *Heals entities in a beam (or through ramping up self-heal)
  124. *Required for triggering Fixation.
  125. *Slowly returns Wet/Dry and Cold/Hot statuses to neutral, however much slower than any other element or principle.
  126. ~~~~~~
  127. Sulfur - Chargeable instant burst of fire in narrrow, short cone, very quickly heats targets up. (D)
  128. *Has certain cooldown (via animation)
  129. *Main damaging thingy.
  130. *Only heats up
  131. ~~~~~~~~~~~~
  132. Additional main stuff (It is important to note, that processes can not be triggered without use of secondary queue.)
  133. ~~~~~~~~~~~~
  134. Life - Constant channeling of processes. (A)
  135. 1-Wide, short cone 2-Medium cone 3-Point beam
  136. *Purely utilitary
  137. *Required for Incineration, Distillation, Sublimation to trigger
  138. *Prevents Congelation, Fixation and Ceration from triggering so long as the target is buffed with Life
  139. *Anything in range of (hit by) Life's cones/novas will speed up, along with projectiles that move 5x faster
  140. ~~~~~~
  141. Death - (A)
  142. 1-Wide, short cone 2-Medium cone 3-Point beam
  143. *Freezes targets below Freezing treshold
  144. *Purely utilitary
  145. *Required for Congelation, Fixation and Ceration to trigger
  146. *Prevents Incineration, Distillation, and Sublimation from triggering so long as the target is (de)buffed with Death
  147. *Anything in range of (hit by) Life's cones/novas will slow down, along with projectiles that move 5x slower
  148. ~~~~~~
  149. Creation - Creates mines that sit around gathering energy. Will detonate when stepped on, or when they reach full potential.
  150. *The Mines deal from Minimal to High damage based on time
  151. *More Creation lets the mines reach their full potential faster
  152. *Salt will shoot spikes upwards
  153. *Earth will make a pylon that knocks people airborne (in alternative to Air) and quickly dissolve into a puddle of sand.
  154. *Casting the thing on yourself will result in an etheral barrier that repels or fully blocks certain elements with various perks.
  155. Water - protects against getting wet and losing temperature
  156. Earth - protects against drying out and losing temperature
  157. Air - protects against getting wet and gaining temperature
  158. Fire - protects against drying out and gaining temperature
  159. And for creating principles:
  160. Salt - Protects against losing temperature
  161. Sulfur - Protects against gaining temperature
  162. Mercury - Protects against all status changes in exchange for little damage mitigation
  163. *The self-shield has a duration similiar to that of a mine
  164. *Additionally absorbs damage from selected elements and explodes when the shield goes off, does not hurt the player
  165. *Can be broken with Disintegration (very quickly lowers the duration)
  166. ~~~~~~
  167. Disintegration - (C)
  168. 1-Wide, short cone 2-Medium cone 3-Point beam
  169. *Pure, non-elemental damage
  170. *Ramps up so long as it stays on target
  171. *Disintegration infused processes / casts will penetrate through Death's defences, except for the null ray. Disintegration based "spells" are very effective against frozen targets.
  172. *Anything hit will become "phased" for a second, allowing them to ignore physical attacks and walk through walls (except for level walls).
  173. *The cone/beam itself is impossible to stop and phases through everything except for the Null Shield
  174. ~~~~~~~~~~~~
  175. Combinations of these
  176. ~~~~~~~~~~~~
  177. Life/Creation -
  178. *Creates lively storm of an element and triggers processes on everything around them.
  179. *More Life will make the storm more volatile (From Medium to High)
  180. *More of Creation will make it stay around longer
  181. ~~~~~~
  182. Life/Disintegration - A/F
  183. *Generates chargeable instant blast of energy from literally 0 to 70% of target's life (with around 0.5 second delay after lettign the button), quickly triggers any process.
  184. *Charges up very, very slowly (5-6 seconds, 3-4 with more Life)
  185. *Can be defended via kiting or Null Shield
  186. *More of Life will make it ramp up faster
  187. *More of Disintegration increases it's destructive capabilities up to literal instakill
  188. ~~~~~~
  189. Death/Creation - (A)
  190. *Creates solid barrier that stops physical projectiles and direct elemental attacks.
  191. *Depending on the shield, it can block either physical attacks or ones that correspond to their respective element.
  192. *Caster can use it on himself, rendering himself immune to chosen elements, but it opens him for instant use of Sublimation (and Ceration in rare occasions).
  193. *The barrier can be removed by Sublimation
  194. ~~~~~~
  195. Death/Disintegration - High Risk / High reward ultimate defence, that might result in trapping yourself!
  196. *Creates Null Shield in cone front of / around the caster.
  197. *Chargeable - every second of windup equals 0.5 seconds of actual effect
  198. *Anything inside, including the caster, is frozen in time.
  199. *Caster is slowed during charging and immobile while casting
  200. *Adding more Death will increase the range of effect
  201. *Adding more Disintegration will stop literally any attack
  202. *Additional elements ensure /reflection/ of an attack with said element in mind
  203. *Gets cancelled out with Life beam/attack
  204. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  205. Processes that can happen
  206. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  207. Congelation - coagulates a liquid into a viscous gel
  208. *Removes Wet State
  209. *Adds Congelated State
  210. *Congelated targets are slowed down
  211. *Congelated targets' Freezing treshold is lowered
  212. *Activated by Death.
  213. *Triggers when the target is wet and cold.
  214. ~~~~~~
  215. Disitllation - Evaporates liquids.
  216. *Removes Wet State
  217. *Deals Medium damage
  218. *Activated by Life.
  219. *Triggers when the target is wet.
  220. ~~~~~~
  221. Ceration- Turns a wet, heated object into the waxy substance
  222. *Removes Wet State
  223. *Adds Cerated State
  224. *Cerated targets receive double damage from heat DoT
  225. *Cerated targets' Combustion treshold is lowered
  226. *Can be consumed by Incineration for extra damage
  227. *Activated by Death.
  228. *Triggers when the target is wet and hot.
  229. ~~~~~~
  230. Incineration - Using open flame to destroy or turn the target to ash. (F)
  231. *Removes Burning State, dealing high amounts of damage in return
  232. *Removes Cerated state, amplifying dealt damage in return
  233. *Triggers when the target is dehydrated and burning
  234. *Activated by Life.
  235. ~~~~~~
  236. Fixation - transmuting a volatile subject until it becomes "fixed, nonvolatile, unaffected by fire".
  237. *Removes all volatile modifiers.
  238. *Returns to Dry state
  239. *Causes the target to be immune to combustion
  240. *Activated by Death
  241. *Triggers when the target is dehydrated and cold
  242. ~~~~~~
  243. Sublimation - Turns solid objects into gas.
  244. *Removes barriers
  245. *Counters Congelation.
  246. *Activated by Life.
  247. *Triggers when the target is dehydrated and hot
  248. ~~~~~~~~~~~~~~~~~~~~~~~~
  249. Priorities
  250. ~~~~~~~~~~~~~~~~~~~~~~~~
  251. AD / AF / SD / SF
  252. -----------------
  253. D
  254. -----------------
  255. W / QW (inspite of non-projectile-ness of Earth alone, it makes all other stuff into projectiles)
  256. -----------------
  257. E / ER
  258. -----------------
  259. A / S / F / WE
  260. -----------------
  261. Q / R
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