Project Auto Battler

Genre

Auto Battler Action RPG 

Combat Mechanics

1 - Action Bar fills up for each party member

2 - 4 party members

3 - Each party member has their own bar that fills

4 - Each party member has a list of moves they can perform that they're restricted to.

5 - Combat behaviors; (an example being choose weaker targets and choose high damage attacks first)

6 - Spells require only the action bar to fill. (Spells have a chance to miss fire)

7 - Physical actions require physical points to recover in order for more physical attacks to be performed.

Stance

1 - Stances are positioning's you can change when x condition is met. 

2 - Stances make changes how you're performing in combat, an example being defense stance when HP is 50% or lower is set to and your taking 25% less dmg but dealing 25% less dmg.

3 - The following conditions that could trigger a stance change would be;

1. Low on HP then change

2. Have performed an attack.

3. Have casted a spell.

AC (armor class)

1 - if the check for the attack lands less than 50% chance then it's a fail.

2 - If it lands below the 99% to 50% then the move deals half dmg.

3 - If staggered your AC is treated as if it's halved while the stagger bar is beyond max.

Dealing dmg

1 - Your character battling using a move that's the same type as them applies a 1.5x dmg effect.

2 - If the dual type move is the same type your character is using it applies a 2x dmg effect instead.

3 - If your character is using a single type move it's weak to it's a 0.75x dmg effect.

4 - If your character is using a dual type move it's weak to it's a 0.5x dmg effect.

Status conditions

1 - A user when hit with a status condition it only last for so long and will decrease over time or outright go away overtime.

2 - Some status conditions are harmed by other moves and or status conditions.

3 - the following status conditions;

1 - Freezing; halve the speed of the action bar. If set on fire freeze will go away.

2 - Frozen; is unable to act for 3 seconds, is halved if a fire type for the frozen character.

3 - Confused; when confused take 1.5x more dmg from psychic type attacks and will have a chance of not acting, hitting itself, hitting the correct target or hitting an ally. Will become un-confused once hit by a water type move.

4 - Burn; will burn the target for 10 dmg for every stack of burn for 3 seconds, will reset burn length if hit by a fire type move and will stack the burn dmg by another 10 dmg. The burn affect will be put out if hit by a water type move.

5 - Shocked; if shocked every 6 seconds has a chance of not acting, the shock affect doesn't work on ground types and will increase the chance of being shocked by 50% if it's a water type. If hit by a ground type move the  shocked target stops being shocked. If hit by an electric type move will increase the chance of shocking them by 50%.

6 - Lightning rod; the shocked target has a 25% chance of causing other surrounding allies to be hit by an electric move for 10% of their HP of dmg. If hit by a ground type move the lightning rod effect is lost.

7 - Plasma; Plasma deals 10 points of dmg every 6 seconds, if hit by fire and or electric type move the target explodes dealing 10 points of damage and stacking each time it explodes. Ice type moves take out plasma.

8 - Toxic; if a battler is toxic the battler will lose 1% ATB bar for every stack of toxic, the effected battler will lose 1 stack of the toxic affect every 6 seconds. If the battler is hit by a ice type move it'll turn from 6 seconds to 9 seconds instead, if hit by a fire type move it'll speed up from 6 seconds to 3 seconds. if the battler is a water and or ground type they gain another 1 status of toxic.

9 - Sulfur; every 6 seconds has a 5% chance of making the battler choke and miss their attack, each time the sulfur affect is stalked it has another 1% chance of causing the battler to choke and miss their attack. Ground types are immune to sulfur.

10 - Curse; depending on the curse applied to the battler it is a random debuff that only last 6 seconds, a curse has a 25% less of a chance landing for each curse placed on the user but the odds of a curse landing never goes below 0.01% and said curse is just a 1 to 10% stat drop during battle.

11 - Corrosion; battlers with this condition have their armor damaged have their durability reduced by 10%. deals 1.5x dmg to metal types and ground types. Poison types are immune to this status affect and so is poison type armor. Weapons that apply corrosion affect are also unaffected by Corrosion.

12 - Anti-mage; every stack of this status on a battler increases a chance of a spell backfiring by 1%, when hit by magic this chance is increased by another 1%, decrease overtime every 6 seconds.

13 - Copper; every 6 seconds has a 5% chance of making the battler choke and miss their attack, each time the Copper affect is stalked it has another 1% chance of causing the battler to choke and miss their attack. Each time chokes deal 10% dmg to the users HP. Ground types are immune to copper.

14 - Necro; every time necro status is applied instead of dealing damage it removes the max HP amount by 1% for each status of Necro applied.

15 - Screeched; when the screech status is applied the stagger max on said battler is decreased by 1%, each time screeched the status is applied by another 1%.

16 - Bad Luck; each time bad luck is applied the user crits 1% less, each time the status is applied it stacks, each time a dark type move lands the bad luck status increase by another 1.

Combat terrain

1 - Combat Terrain (some spells affect the terrain affect everyone on the field)

2 - Over time the combat terrain changes based on the length of the effects time length.

Weather conditions

1 - Weather conditions are a field affect that effects everyone.

2 - Weather affects can merge and not replace (however for balance sake only two can merge together at a time so the older weather affect is replaced for the merging)

3 - The following weather conditions;

1 - Fire Rain; rains down fire every 6 to 12 seconds and deals fire dmg to all non fire type battlers

2 - Rain; brings down water droplets, accuracy bonus to electric type moves is 1.5x, fire type moves 0.5x power

3 - Hail; ice type battlers only take 75% of dmg from attacks.

4 - Sandstorm; ground type battlers have 1.25x AC bonus when in the sandstorm.

5 - Snowstorm; Ice type battlers have 1.25x AC bonus when in the snowstorm.

6 - Mana Surge; all magic is amplified for dmg dealt by 1.5x and success rate on spells increase by that modifier amount as well.

Combat stagger

1 - when attacking you deal stagger dmg (some attacks deal 0 stagger dmg)

2 - all characters have a max stagger breaking point; stagger damage can go past the max, when staggered you cannot attack or defend along with the ATB bar doesn't fill

Magic

1 - all magic requires channeling which takes time and

2 - all spells have schools of magic they're under

3 - If your character is using a spell type that's the same as one their types it increases in landing chance by 1.25x chance, if the two type spell then it's 1.5 instead.

4 - However if your character is using a spell type it's weak to; it's a 0.75x chance, if the two type spell weakness it'd be weak to it's 0.5x instead.

5 - When casting magic the caster channels magic through a casting point (weapons and or body parts), casting magic stress only apply to the area being used.

6 - casting magic through items drops the durability of the item each time a spell is casted and drops it by the magic stress amount of said spell. A back fired spell doubles the magic stress.

7 - Outside of combat magic; the utility magic can be used for certain battlers as a way of lowering prices, getting seeds in order to get more items, find rare metals, etc.

Pain

1 - when in pain a battler

Battle end

When the battle ends you gain loot.

Party Menu

1 - You can see the icon and click on the party member to swap in or out.

Character menu

1 - on the character menu you can swap equipment, restrict what actions they can and can't do. You can teach them moves.

2 - in the character menu set combat tactics for said character.

3 - a page dedicated to armor and weapons

4 - a page dedicated to magic to swap in and out.

Stats

Affection level - the higher the affection level the more dialogue until the max affection level of 100 is reached where a image is shown to the player (just have a generic place holder image with a back button)

Type 1 - element type 1

Type 2 - element type 2

XP -

XP Max - used to level your battler, once the XP hits max the battler gets XP points you can spend on said battler and the XP counter is reset back to 0 with remaining XP going over.

ATB Max - size of the ATB bar

HP (number of hits they can take)

PP (number of physical points)

PP regen - how much physical points you regen per second

SM (Stagger Max)- the amount of stagger dmg they can take

MS (magic stress) - each time the magic stress is increased it'll increase the chance of a spell back firing.

AC (armor class) - your physical class of armor

Magic Resist (MR) - is your save throw of a D100 when trying to resist a spell and your MR is your bonus modifier to said save throw, if failed the spell works on you.

Hardy - applies to max HP.

Endurance - applies to max PP.

Strength - applies to physical attacks and holding physical equipment.

Nimble - applies to making it easier to land attacks and applies to range attacks.

Agile - applies to make the ATB bar go faster.

Willpower - allows you to decrease the pain and magical stress you feel.

Mind - Allows your magic to deal more dmg.

Wisdom - increase the chance of a spells success rate.

Attunement - Affects the number of spells you can use from said character.

Charisma - Affects how you socialize outside of battle.

Luck - crit chance increase by the luck point stats.

Ring slot 1 and 2 - place rings

Chest plate - equipment slot for chest

Leggings - equipment slot for leggings

Feet - equipment slot for feet

Gloves - equipment slot for hands

Helm - equipment slot for head

Hand 1 & 2 - to place weapons and shields in

Backpack - that only carries a certain amount of items for said battler to use on themselves or allies.

Skills - each battler has the following skills they build from learning for weapons and shields. To note higher skill = higher chance of weapon landing a hit, dmg and healing being outputted.

Each skill has XP it gains for each time you kill and or use said weapon.

1 - sword

2 - Axes

3 - Blades

4 - Destruction - destroying stuff with raw power

5 - Alteration - altering a user such as buffs and debuff

6 - Conjuration - Magic constructs

7 - Crafting - constructs such as golems

8 - Staffs

9 - Explosives

10 - Daggers

11 - Hammers

12 - Spears

Typing

1 - The typing weak to means it takes 1.5x dmg to and the type strong against it takes 0.5x dmg

2 - the different type of elements they can be and the following types listed below;

1. Water

strong against; fire, ground

weak to; poison, lightning, ice, plant

2. Fire

strong against; Metal, poison, ice, wind, plant

weak to; water, dark

3. Ground

strong against; wind, fire

weak to; water, poison, ice, plant

Immune; lightning

4. Wind

strong against; wind

weak to; poison, ice

5. Light

strong against; light, fire

weak to; dark

6. Dark

strong against; dark, plant

weak to; light

7. Ice

strong against; water, ground, metal, poison, dark, plant

weak to; fire, light

8. Spirit

strong against; dark, light

weak to; psychic, magic

9. Lightning

strong against; metal, poison, ice, water, plant

weak to; ground

10. Poison

Strong against; water, ground, dark, plant

Weak to; fire, water, light, lightning

11. Metal

Strong against; ground, light, dark

Weak to; fire, lightning, water, spirit, plant

Immune; poison

12. Plant

Strong against; ground, light, water

Weak to; poison, lightning, fire, dark

13. Magic

Strong against; spirit

Weak to; dark, light

14. Psychic

Strong against; spirit

Weak to; magic

Weapons

1 - using your weapon uses 1 point of durability

2 - weapons can be enchanted

Inventory space

1 - Global inventory space outside of battle

2 - a search bar function to look up the name of items

3 - different slots for inventory space to find items;

1. food

2. weapons

3. Armor

4. Battle moves

5. in general items

6. Potions

7. Poisons

8. Spell pages

Mission menu

1 - Once having beaten one missions players are shown other missions they could go on.

2 - Each mission has minor RNG such as what enemy types you'll be facing from a pool of enemies.

3 - outside of missions said battlers recover HP and PP.

4 - Unlock more missions by beating pervious missions.

Shops

1 - Different shops for buying from. Also to note you can't buy and sell from every shop, however shopkeepers such as a blacksmith will buy ores off of you.

2 - The following shops;

1 - blacksmith with making and creating weapons along with repairing weapons.

2. Enchanter with enchanting your gear

3. Mentor which will train your battlers for better skills

4. Magic shop gain spell pages (which can be used to teach your battlers)

5. Church to remove debuff and nasty effects (only if a donation is given) (if giving a donation and no debuff applied to said battlers then the higher the donation amount the higher a chance of a positive effect being applied such as two times loot drops or a two times XP drop)

1. Choosing which god to worship with three choices; Choice 1 gives 10% attack dmg increase to all battlers in the party but you can't use poisons and will fall out of favor with the god and have to (bribe) gift them some items and money (this applies to all gods)

Choice 2 gives 20% more HP to all party members but you can't use potions and same method to get back into good graces for choice 1.

Choice 3 gives 30% overall DEF boost but you can't use weather changing and or field affect changing moves.

Choice 4 is no god.

6. Pawn Shop; will buy anything and everything off of you.

7. Farmer; will sell you ingredients for making potions and poisons or just for food.

8. Alchemist; go to this place for potions and poisons.

9. Spa; a place where your battlers go to rest and speed up recovery from battle (along with a image shown and a back button to back out but just place a generic place holder image)

10. Summon Stand; completing missions give summon stones and the player randomly gets a battler (no this isn't going to be a gacha game, I'm not that evil) once the battler is gotten the said battle is marked off the list for what battler you could get.

3 - You can choose which battler to go talk to the shop keeper with their charisma stat affecting prices for the better or for the worse.

Design notes

Please note this is just explaining the line of thinking in mind when designing such systems and for me to keep track of, it's important documentation to look at but you're more than welcome to look at this.

When testing the battle system with a sloppily coded Java script program having synergy between types was effective for creating different ways the battles went on for interactions.

Ground types

For actual ground types you have affects based around mines, choking and lung damage with defensive battle focus.

Poison types

Poison types are aggressive, powerful status dealers. Poison types are aggressive with how they affect the environment.

Dark types

Dark types are deceptive and use trickery with useful tactics of applying darkness, deception of damage, etc.

Light types

Light types are charitable and use of restoration magic.

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