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- The Combat Update:
- If you are taking inspiration or ideas from this for your own use I implore for you to first ask me for permission and second to note worthy credit to me somewhere. If it's used in an rp I am in, I also wish for a suitable in game reward.
- This is a general combat update to my campaign that will somewhat change completely how it is and somewhat nothing at all.
- Priority of attacks: There are six priorities of attacks, and they dictate where in combat your attacks can/are placed after applying priority bonuses. They also dictate how much of a post said attack must take. The combatant that has the highest priority will always go first, and if you share a priority the faster speed will go first.
- Time-Frame:
- {block 0} - [block 1] --- [block 2] - {block 3}
- Priority 1: These moves can be freely used at the immediate start of the turn and take place within an instant. They can all be freely placed before any post within the block 0 above.
- Priority 1+: These can only take place in zero or block 1.
- Priority 2: These moves take place within the block 1, they are rarer actions, and can be put in front of any tier 3/4 attack.
- Priority 3: These take place within block 2.
- Priority 4: These are situational moves that normally take a specific action to be used before them to activate, and art technically outside of a in block 3.
- Priority 5: These moves require a bit of prep work beforehand within the turn, taking up the blocks 1 and 2.
- Priority 6: These moves require the full attention to the post, taking up tiers 0, 1, and 2, and rarely (if ever at all they are so rare) will any priority 4 moves be available to chain to it.
- Priority X: These moves require an X amount of blocks/turns before they can actually be used in a turn and have a variable priority when actually usable. Often high level spells are these such things.
- You can only use one chainlink (IE a complete series of chains put together without breaking) or move in each block.
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- Chain-Links: In addition to having to fit the priority blocks, you must also create chainlinks. Chain Links can either be very complicated, requiring specific orders of moves, or very simple chains of just repeated attacks. A series Chainlinks however be fit into a single block if chained right.
- Types of chain links: There are specific forms of chainlinks, that either interlock within a block, outside of a block, or doesn't care. There are also two ends to each chain, some chains can only connect and then immediately ends there, and some can only start a chain.
- The amount of chain links available to be attached is dependant on your speed and the variable of the chainlink itself.
- Types of Chainlinks:
- X-Y1-Z-Y2-X2
- x's: These tell whether they can be chained to or chain to.
- ( : Can only start a chain, not be put into a chain.
- = : These tell you that they can be chained/be chained to something.
- { : These tell they can only be done chained to something, not as it's own move.
- ) : These tell they immediately end that chain and end the block
- Y's: These tell whether they go outside of the block, stay inside, can go outside, and if so where they can go.
- (Y1/2) = : These tell that they can be chained to any other chain move. IE: no preference
- (Y2) < : These tell they can only go outside of the block.
- (Y2) <(M) : These tell they need to go to a specific block, and where that specific block is by the number in M.
- (Y2) > These can only be chained to something in the same block.
- (Y1) >: These tell they must be chained to something outside of their block.
- (Y1) (M)> : These tell they can only be chained to M specific block.
- (Y1) < : These can only be chained to something in the same block.
- (Y1/2) X : These means they neither can be chained to something or be chained to.
- Z is how ever many chain links it uses.
- Chainlinks: Speed/2
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- Blocking/Dodge/Counterattack : http://pastebin.com/vEbHhpwe
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