Post by ShadowTheBuu on Dec 21, 2017 10:55:41 GMT -5
It's kind of hard to fight without weapons and armor, you might be able to do the action fine, but without armor, you take a lot more damage. Without weapons, you deal less damage than you would someone who does. This page will explain how both armor and weapons work.
=Weapons=
Weapons can come in any shape and form as long as they are tools of death and destruction. This includes swords, axes, hammers and clubs, and anything else that would fall under weapon's description. A weapon has three fields- a name, a description, and it's stats. Here is an example of a weapon.
Master sword- A legendary sword that has been passed down the ages, having the ability to do more damage to evil beings.
(+10 slashing/piercing, x2 damage against evil)
"Master sword" is the name of the weapon. It doesn't need a name and can simply be titled what it is, such as "Iron longsword" or "curved dagger".
The description after the title gives a brief description (of coarse) of what the weapon is.
The stats afterword are the actual bread and butter of the weapons. It tells you what kind of damage it can do, which falls under the usual manner of how you can damage an opponent which are-
-Piercing
-Slashing
-bludgeoning
Though a weapon can start out rather weak, the weapon can be tempered and given more power by taking it to a blacksmith and having them rework the metal, or increasing it by some other magical means. A weapon can also be given magical properties, such as draining a target's life and giving it back to the user, or having an element added to it which would give each attack that element's attribute (and given more damage if wielded in the hands of someone with said element in there character sheet).
When increasing the power of a weapon, the amount of power it is increased by can be easily kept track of as such- Weapon damage x 1, rupees. So say if you wanted a weapon that has +3 stabbing to have +4 stabbing, you would pay 4,000 rupees to get that extra damage. If you wanted it to be increased from 3 to 10, you would have to pay 4k, than 5k, than 6k, all the way up to 10k, which would math up something like this-
Damage 3
+ 4000 for damage 4
+ 5000 for damage 5
+ 6000 for damage 6
+ 7000 for damage 7
+ 8000 for damage 8
+ 9000 for damage 9
+10000 for damage 10
-------------------------
49,000 to get from damage 3 to 10
A weapon can go up to +100 damage maximum, but doing so would take a lot of rupees, and a lot of time, on top of making a person with said equipment OP(Over powered) as all get out!
=Armor=
Armor is the armor you wear upon your body to reduce damage taken from enemies. Armor works by having it's own HP, and when you take damage, the armor takes it instead for you (Unless the enemy takes a called shot for the armors weaknesses, at which point the armor is negated). If the armor loses all it's HP, it is broken and can no longer protect you from damage, hence leaving you to take it out of your own HP. If an attack breaks the armor and still has damage to spare, the damage still goes to your HP.
Example
Attack A hit's character B for 10 damage. Character B has armor that has only 5 HP.
5
-10
---
-5
Character B has just taken 5 damage from Attack A, and now has no armor to protect himself with.
If a still has some armor on his body, even though parts of his body are exposed, the armor still takes the damage for the player, unless the attacker uses a called shot.
If an armor is broken, one does not need to get rid of it! Broken armor can be taken back to the blacksmith and repaired for a fee! If the armor has magical properties, the properties are deactivated while the armor is broken, but are reactivated once the armor is repaired, even if it's repaired by just a single HP.
The price of armor repairing costs 100 rupees per HP restored. However, when gaining more HP, the price works just the same as tempering weapons. Additional HP x1000! (6,000 for 6 HP max, 7,000 for 7 HP max)
=Weapons=
Weapons can come in any shape and form as long as they are tools of death and destruction. This includes swords, axes, hammers and clubs, and anything else that would fall under weapon's description. A weapon has three fields- a name, a description, and it's stats. Here is an example of a weapon.
Master sword- A legendary sword that has been passed down the ages, having the ability to do more damage to evil beings.
(+10 slashing/piercing, x2 damage against evil)
"Master sword" is the name of the weapon. It doesn't need a name and can simply be titled what it is, such as "Iron longsword" or "curved dagger".
The description after the title gives a brief description (of coarse) of what the weapon is.
The stats afterword are the actual bread and butter of the weapons. It tells you what kind of damage it can do, which falls under the usual manner of how you can damage an opponent which are-
-Piercing
-Slashing
-bludgeoning
Though a weapon can start out rather weak, the weapon can be tempered and given more power by taking it to a blacksmith and having them rework the metal, or increasing it by some other magical means. A weapon can also be given magical properties, such as draining a target's life and giving it back to the user, or having an element added to it which would give each attack that element's attribute (and given more damage if wielded in the hands of someone with said element in there character sheet).
When increasing the power of a weapon, the amount of power it is increased by can be easily kept track of as such- Weapon damage x 1, rupees. So say if you wanted a weapon that has +3 stabbing to have +4 stabbing, you would pay 4,000 rupees to get that extra damage. If you wanted it to be increased from 3 to 10, you would have to pay 4k, than 5k, than 6k, all the way up to 10k, which would math up something like this-
Damage 3
+ 4000 for damage 4
+ 5000 for damage 5
+ 6000 for damage 6
+ 7000 for damage 7
+ 8000 for damage 8
+ 9000 for damage 9
+10000 for damage 10
-------------------------
49,000 to get from damage 3 to 10
A weapon can go up to +100 damage maximum, but doing so would take a lot of rupees, and a lot of time, on top of making a person with said equipment OP(Over powered) as all get out!
=Armor=
Armor is the armor you wear upon your body to reduce damage taken from enemies. Armor works by having it's own HP, and when you take damage, the armor takes it instead for you (Unless the enemy takes a called shot for the armors weaknesses, at which point the armor is negated). If the armor loses all it's HP, it is broken and can no longer protect you from damage, hence leaving you to take it out of your own HP. If an attack breaks the armor and still has damage to spare, the damage still goes to your HP.
Example
Attack A hit's character B for 10 damage. Character B has armor that has only 5 HP.
5
-10
---
-5
Character B has just taken 5 damage from Attack A, and now has no armor to protect himself with.
If a still has some armor on his body, even though parts of his body are exposed, the armor still takes the damage for the player, unless the attacker uses a called shot.
If an armor is broken, one does not need to get rid of it! Broken armor can be taken back to the blacksmith and repaired for a fee! If the armor has magical properties, the properties are deactivated while the armor is broken, but are reactivated once the armor is repaired, even if it's repaired by just a single HP.
The price of armor repairing costs 100 rupees per HP restored. However, when gaining more HP, the price works just the same as tempering weapons. Additional HP x1000! (6,000 for 6 HP max, 7,000 for 7 HP max)