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  1. Our game is an RPG that takes place in a number of arenas based on Tiers.
  2. The battle system takes place on a 1 by 10 grid, like this: [OOOOO|OOOOO] The players can start anywhere in the first 5, 1-5, and the enemies, in the last 5, 6-10.
  3. Each turn, the players and enemies are given three courses of action: movement, attacking, and passing.
  4. The first is movement. Every turn, you can move up to 2 spaces in either direction, but you can only do an action if you move 0 or 1 spaces.
  5. As many characters as you want can occupy one space, but you cannot move forward if you are in the same space as a monster, and vice versa.
  6. For example: A player and an enemy are in space 6. In this situation, movement to space 7 is not allowed until the enemy is defeated. Movement backwards however is possible.
  7. The second action is attacking.
  8. As stated before, attacks are only possible if the player has moved 0-1 spaces. If a player takes 2 spaces, their turn automatically ends and the enemy takes it's turn.
  9.  
  10. Stats: STR: This determines the power of Melee weapons. DEX: This determines the power of Ranged weapons.
  11. CON: This determines the defense power of armor, and also is a factor in determining HP. WIS: This along with magic affinity determines the ammount of elemental MP.
  12. INT: This determines the effectiveness of spells. AGI: This determines which player or enemy moves first in battle. The character with the highest AGI is the first to take action.
  13.  
  14. Weapons:
  15. For attacks, there are 10 weapon types that determine the range of the attack and the damage dealt.
  16. Each weapon has a Damage rating and Hit rating which are both determined by a dice roll. The Damage formula is (Power of weapon)d(STR stat for Melee weapons) or (DEX stat for rangeded weapons). The range for Hit rating is 1-20.
  17. Weapons also have a purchase Cost, a Range, and a Stat Requirement. In order for a weapon to be used, the stats (STR or/and DEX) must be at the minmum requirements that the weapon requires.
  18. Range dictates the number of spaces a weapon can cover. Melee weapons can only be used on enemies in the same space as the player. Ranged weapons are given a numbered range that determines how many spaces forward you can attack. Example: A player at Position 1 with a ranged weapon having a range of 4 can attack an enemy in any position from 1 to 5.
  19. Weapons are split into 10 differing types, and each are given a different Tier of strength level
  20. Weapons types:
  21. Dagger: [Power: Low | Hit: Very High (16) | Range: None (0) | Cost: Very Low | Requirements: Very Low STR, Very Low DEX]
  22. Sword [Power: Medium | Hit: High (14) | Range: None (0) | Cost: Low | Requirements: Low STR]
  23. Axe: [Power: Very High | Hit: Low (10) Range: None (0)) | Cost: High | Requirements: High STR]
  24. Spear: [Power: High | Hit: Medium (12) | Range: Very Low (1) | Cost: High | Requirements: Medium STR, Low DEX]
  25. Whip: [Power: Very Low | Hit: Medium (13) | Range: Low (2) | Cost: Low | Requirements: Low STR, Low DEX]
  26. Short Bow: [Power: Low | Hit: Low (11) | Range: Medium (3) | Cost: Medium | Reqruirements: Medium DEX]
  27. Long Bow: [Power: Medium | Hit: Medium (13) | Range: High (4) | Cost: High | Requirements: High DEX, Low STR]
  28. Crossbow: [Power: High | Hit: High (15) | Range: High (5) | Cost: Very High | Requirements: High DEX, Medium STR]
  29. Pistol: [Power: High | Hit: Very High (16) | Range: Very High (6) | Cost: Very High | Requirements: High DEX]
  30. Rifle: [Power: Very High | Hit: Very High (17) | Range: Extreme: (7) | Cost: Extreme | Requirements: Very High DEX]
  31.  
  32. In addition, there are also magic spells split into six different magic types. Spell damage (Spell Power)d(INT stat).
  33. Spells are split into six elements: Fire, Water, Air, Earth, Light, and Darkness.
  34. Fire, Water, Air, and Earth are all offensive spells of differing power and range.
  35. [Fire/Water Magic | Power: Medium | MP Cost: Medium | Range: Medium (varies) | Requirements: Medium INT]
  36. [Air Magic | Power: Low | MPCost: Low | Range: High | Requirements: Low INT]
  37. [Earth Magic | Power: High | Cost: High | Range: Low | Requirements: High INT]
  38.  
  39.  
  40. Light Magic are purely healing spells.
  41. [Light Magic | Healing: High | Cost: Medium | Range: Low | Requirements: Medium WIS]
  42.  
  43. Dark Magic are drain spells.
  44. [Dark Magic | Drain: Medium | Cost: High | Range: Medium | Requirements: High WIS]
  45.  
  46. Races:
  47. There are a multitude of races a player can become based on their chose. Once a player reaches a certain level, they will ascend to the next tier of race of their choice.
  48.  
  49. Tier 1: Human Class: 100 EXP is gained per battle. Next class is reached at Level 5.
  50.  
  51. Tier 2: High Men Class: Dragonkin, Elves, Aquakin. 400-600 EXP is earned per battle. Next class is reached at Level 50.
  52.  
  53. Tier 3: Demihuman Class: Volcano Dragonmen, Sirocco Dragonmen, Lesser Angels, Lesser Demons, Sharkman, Rayfishman. 2,000-3,000 EXP is earned per battle. Next class is reached at level 200.
  54.  
  55. Tier 4: Volcano Dragon, Sirocco Dragon, Angel, Demon, Shark, Rayfish. 8,000-12,000 EXP is earned per battle. Next class is reached at Level 1,000.
  56.  
  57. Tier 5: Volcano Warlord, Sirocco Crusader, Archangel, Archdemon, Shark Conqueror, Rayfish Markmaster. 80,000-120,000 EXP is earned per battle. Next class is reached at level 10,000.
  58.  
  59. Tier 6: Ragnarok Dragon, Apocalypse Dragon, Demigod, Demon Overlord, Leviathan, Eternal Hunter. 400,000-600,000 EXP is earned per battle. Next class is reached at level 50,000.
  60.  
  61. Tier 7: Volcano God, Nova God, God of Light, God of Darkness, Sea God, Deep Ocean God. 800,000-1,200,000 EXP is earned per battle.
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