PropertyValue
rdfs:label
  • Combat System
  • Combat system
rdfs:comment
  • Dying causes a loss of experience points (depending on whether the player respawns in a town or on the same spot the death occurred) and sometimes the loss of equipment (these lost items can be retrieved at a lost and found NPC, but at a cost, usually, half of the item's actual price). Fallen players can be revived if another player uses a Phoenix Feather on them. If the player has purchased the Nao Support package, then Nao can be summoned to revive the player. If the player has zero experience points and suffers a death penalty, negative experience points will accumulate and the experience bar will turn red on the Character panel, instead of losing a level.
  • The combat system calculations, which are in desperate need of work. Only thing finalized is that there will be 30 ticks per second. Return to Main
  • Our Combat system is much like a D&D game: 1 move/attack/post in general per round Exceptions: Free Rounds If you happen to have a weapon/special ability that enables your character to bypass the system in some way (ie: This character is able to attack twice in one round) These are the only times you can attack more than once per round. ALSO: No confirming a hit or any other action that you do in a round
  • Since Public Beta 25 update, a new combat system has been included in the mod as an attempt to make it more realistic. Two new weapon characteristics have been added: Melee Speed and Melee Reach: * Melee Speed controls the rate at which you can strike at a target. The basic fist strike (empty hand) has a rate of about 0.80 sec per strike (or 1.25 strike per sec). This is equal to a speed of 100%, and is the same as the sword strike. Other weapons have a higher or slower Melee Speed, as shown in the table below. * Melee Reach changes the strike range of a melee weapon. The basic fist strike (empty hand) has a reach of about 2 blocks. This equals to 100%, and is the same as the sword strike. Other weapons have a higher or slower Melee Range, as shown in the table below.
  • Battle System Use the “R” key to toggle between running and walking. Move by left-clicking on the ground, or by using “W, A, S, D” keys on keyboard. If you click once on a certain location, your character will attempt to move to that location. If you hold down the left mouse button, your character will continue to move where you point the cursor. Attack System Various weapons have different attack speeds. Some are faster than others. Also, some items and weapons may affect your attack speed. Normal Attack: There are two control modes, Mode A and Mode B. Battle Conditions
  • Combat systems are scripted avatar attachments, which track the health, stamina, and possibly other factors for each player in metered fights. In such fights, all combatants must each be wearing the same combat system for the fight to be properly metered. Usualy, sim rules require roleplayers to wear a particular combat system, but a few sims don't enforce a single one, leaving it up to the roleplayers to decide amongst themselves whenever the need might arise.
dcterms:subject
dbkwik:lotrminecraftmod/property/wikiPageUsesTemplate
dbkwik:sw-rp/property/wikiPageUsesTemplate
dbkwik:swrp/property/wikiPageUsesTemplate
abstract
  • Dying causes a loss of experience points (depending on whether the player respawns in a town or on the same spot the death occurred) and sometimes the loss of equipment (these lost items can be retrieved at a lost and found NPC, but at a cost, usually, half of the item's actual price). Fallen players can be revived if another player uses a Phoenix Feather on them. If the player has purchased the Nao Support package, then Nao can be summoned to revive the player. If the player has zero experience points and suffers a death penalty, negative experience points will accumulate and the experience bar will turn red on the Character panel, instead of losing a level.
  • The combat system calculations, which are in desperate need of work. Only thing finalized is that there will be 30 ticks per second. Return to Main
  • Battle System Use the “R” key to toggle between running and walking. Move by left-clicking on the ground, or by using “W, A, S, D” keys on keyboard. If you click once on a certain location, your character will attempt to move to that location. If you hold down the left mouse button, your character will continue to move where you point the cursor. Depending on your weapons, you may be able to complete combo attacks between 2 and 5 hits. Damage increases with each successive combo hit. If your current opponent has been defeated while executing a combo, attacking a nearby enemy will continue the combo. * Hit: If an opponent hits you and causes damage, your combo will be interrupted. * Block: If your opponent blocks your attack or if you block their attack, the current combo will be interrupted. * Guard: Guard: If you guard an opponent's attack, your combo will stop, but not when the opponent guards your attack. Attack System Various weapons have different attack speeds. Some are faster than others. Also, some items and weapons may affect your attack speed. Normal Attack: There are two control modes, Mode A and Mode B. * Mode A attacks automatically with a single left-click. * Mode B attacks automatically with a double left-click. Skill Attack: Skill attacks are divided into Mode A and Mode B. * With Mode A, select the skill by 1-6 key or F5-F10 key, and right click on the opponent to attack. * With Mode B, select target using a single left-click, then choose skills by 1-6 key or F5-F10 key to attack. Your character will die when its HP reaches 0. The character will be resurrected at the point determined as the resurrection point, which may vary if the player is in PK mode or if the player has changed the resurrection location with an NPC. Contrary to many other MMO's 2Moons has no EXP loss penalty upon player's death. Battle Conditions * Effect: Your opponent will be damaged and will be pushed back, unable to attack for a moment. * Occurrence: Your opponent will be pushed back further if the damage is greater. The maximum distance depends on the type of monster. * Effect for Defender: Blocking occurs at a specific rate, depending on your character's stats. If you successfully block, you take no damage and the opponent is temporarily stopped. * Effect for Attacker: When your attack is blocked, you will not be able to attack for a moment, and your vulnerability is increased momentarily. * Occurrence: Blocking depends on dexterity and item options. * Effect: When attacked from opponent, guarding occurs in certain rate. Damage becomes reduced when guarded. (The attacker’s combo will be kept.) * Guarding Rate: The rate at which you successfully guard attacks is determined by Dexterity, and can be enhanced by using certain items. * Effect: Critical hits can cause highly increased damage. Criticals occur randomly. * When monsters receive damage and die, depending on the type of damage, their corpses get cut up differently.
  • Our Combat system is much like a D&D game: 1 move/attack/post in general per round Exceptions: Free Rounds If you happen to have a weapon/special ability that enables your character to bypass the system in some way (ie: This character is able to attack twice in one round) These are the only times you can attack more than once per round. ALSO: No confirming a hit or any other action that you do in a round
  • Combat systems are scripted avatar attachments, which track the health, stamina, and possibly other factors for each player in metered fights. In such fights, all combatants must each be wearing the same combat system for the fight to be properly metered. Usualy, sim rules require roleplayers to wear a particular combat system, but a few sims don't enforce a single one, leaving it up to the roleplayers to decide amongst themselves whenever the need might arise. Some combat systems also keep track of experience points, character levels, and character stats (strength, constitution, agility, etc.); provide regulated force powers and special abilities; provide a pseudo-currency; provide a customizable, floating title above the avatar's head; provide a health gauge above the avatar; include a HUD attachment for quick access to functions and to provide information on ones state whilst one is in mouselook; etc. Combat systems (CSs) simply provide the ability for people to engage in combat within Second Life. (This is necessary because Second Life's included "health" system is unable to be customized in a rational way and is far too easy to grief.) This is a great aid to Star Wars roleplay since, obviously, Star 'Wars' involves warfare, which usually involves combat. But like actual warfare, SWRP also involves healing and medical treatment, which can be provided by scripted combat systems but are not provided by default in SL]. Prior to the advent of combat meters, duelling with a push saber was considered the norm; however this too was open to abuse and was rendered obsolete in roleplay by the advent of RCS.
  • Since Public Beta 25 update, a new combat system has been included in the mod as an attempt to make it more realistic. Two new weapon characteristics have been added: Melee Speed and Melee Reach: * Melee Speed controls the rate at which you can strike at a target. The basic fist strike (empty hand) has a rate of about 0.80 sec per strike (or 1.25 strike per sec). This is equal to a speed of 100%, and is the same as the sword strike. Other weapons have a higher or slower Melee Speed, as shown in the table below. * Melee Reach changes the strike range of a melee weapon. The basic fist strike (empty hand) has a reach of about 2 blocks. This equals to 100%, and is the same as the sword strike. Other weapons have a higher or slower Melee Range, as shown in the table below.