Weapon Skills/In Progress.

Started by DeathCow, Jun 19, 2006, 05:24 PM

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DeathCow

All these wonderful colors wasted, unless (below) animal's idea flops :PSAD[/color][/size]

In order to create a more diverse characters I purpose the creation of training by weapon type. Characters will gain 1 training point every X levels [X=7-Combat Level].? Trainers will be in various places around the realm.? Trainers will have a maximum level they can train players to.? They will be also be limited by which weapons they can train in, and what type of training? they can provide.

Game note, training points are simply based off the players level.? The actually points will not exist or be displayed on the screen, the points are only mentioned as a means of explaining how this concept works.? The NPC trainers will review a players abilities and level to determine if they have "points" left over to spend on training.

Players will have a maximum amount of training in each weapon type based on their Combat type.

Maximum Training By Combat Level













Combat 1Combat 2Combat 3Combat 4Combat 5
1 Handed SwordsNoneSpecializedSpecializedExpertMaster
2 Handed SwordsNoneNoneSpecializedExpertMaster
1 Handed AxesNoneSpecializedSpecializedExpertMaster
2 Handed AxesNoneNoneSpecializedExpertMaster
SpearsNoneNoneSpecializedExpertMaster
DaggersSpecializedSpecializedSpecializedExpertMaster
WhipsNoviceSpecializedSpecializedExpertMaster
StavesSpecializedSpecializedSpecializedExpertMaster
Flails & Morning StarsNoneSpecializedSpecializedExpertMaster
Maces & HammersNoviceSpecializedSpecializedExpertMaster
Bows, Crossbows & SlingsNoneNoneSpecializedExpertMaster

Players will be required to be a minimum level before they can attain the next level in weapon mastery.

Maximum Training by Minimum Level

Level
NoneN/A
Novice10
Specialized20
Expert30
Master40

Players spend 1 training point per type of training.? They may accumulate points to spend later, or spend them as soon as they are available.? Either way, each point spent alters 1 type of training for 1 weapon type.? Players may choose to make themselves skilled at many weapons, or extremely powerful with 1 weapon type.

Level of Training and Effect






NoviceSpecializedExpertMaster
Parry+1 AC+2 AC+3 AC+5 AC
Blocking+1 DR+2 DR+3 DR+5 DR
Dodge+2 Dodge+4 Dodge+6 Dodge+10 Dodge
Damage+1 Max+1 Max/Min+2 Max/Min+4 Max/Min
Accuracy+3 Acc+6 Acc+9 Acc+15 Acc

If a character has trained in all aspects of training in a particular level then they are rewarded with additional bonuses.

Effects for completed skill tree by training












NoviceSpecializedExpertMaster
1 Handed Swords2% Parry2% Riposte3% Riposte3% Riposte And +1 Maximum swings
2 Handed Swords
1 Handed Axes
2 Handed Axes
Spears
Daggers
Whips
Flails & Morning Stars
Maces & Hammers
Bows, Crossbows & Slings

Game Note, A parry would act as a % chance to outright block an attack, reguardless of the attackers ACC(much like how dodge worked around 1.1k) A riposte would be both a parry and a counter strike.[/s]

The Crazy Animal

#1
Project is being moved up to the wiki page see wiki post:
http://www.greatermud.com/wiki/index.php/Idea:Weapon_Skills


Introduction:
It basically goes like this specialization skills and weapon types are tied together. Each style works with a set of weapons and will have a basic focus such as guarded, counter-offensive, defensive, or offensive. Since weapons types are often derived from other weapons this system is meant to help map that out. The valid weapon categories are: Swords, Pole-arms, Fist-loads, and Ranged. These main categories have sub categories attached to them which further specialize down players will be picking specialization skills from the sub-category level and below. This system will let you spend CPs for skill points this will help achieve a balance between combat technique and physical prowess. As a very skilled technique oriented character should be able to keep up with a very powerful character. These Specialization skills would be dynamically displayed on a Stat2 page.

Combat Ratings: (DC's colorized version)


? ? ?? ? ?
? ? ?? ? ?
? ? ?? ? ?
? ? ?? ? ?
? ? ?? ? ?
? ? ?? ? ?
Combat Ratings:Number of weapon specializations:CP exchange rate(CP:SP)
Combat 1:36:1
Combat 2:45:1
Combat 3:54:1
Combat 4:63:1
Combat 5:72:1

Skill Rating:
The Specialization Skills each have a rating and will be able to be raised using the skill points. By improving the rating of a skill you will improve some aspect of the skill.

Spending Skill Points: (needs work)
Cost to start a skill: 2 points
Cost to raise a skill: (1*current skill rating)

Aspects of Skills:
Combat skills are divided down into a set of aspects that define the skill see below for details on individual aspects:

Offensives Weapons:
Each skill has a set of weapons that work with the skill. As you read on you will notice each weapon has from one to many skills that it will work with. This makes it so some weapons will beable to be used with combinations of skills.

Defensive Items:
Some skills will have an additional set of defensive items that will also work in combination with the skills attacks or auto manuviors.

Attack Type:
Each skill has a set of attack types, these attacks are automaticly preformed when engaging combat. Each style/skill gives its attack types a % chance of happening. Each attack type has a set of attributes that help balance the power between different attacks:
Alter Accuracy: Changes the accuracy of the attack type.
Alter Min Dmg: Changes the Min Damage done to a target when using this attack type.
Alter Max Dmg: Changes the Max Damage done to a target when using this attack type.
Energy Modifier: Sets the energy used per each attack.

This will be shown at the skill level as: +% Chance, Damage modifier Min/Max

How this effects combat:
In mmud your swing rate is calculated by the weapons speed and the amount of energy you have at the start of each round. In this system however you have no set swing rate you simply use the energy based on your weapons speed and the type of chance attacks being used so some round you might have 2 extra hard hitting swings other rounds you might have 8 light hitting swings. As you run out of energy attacks with an energy cost greater then you have will default to lower energy attacks even if they are of a lower chance percentage. When there are no more attacks possible based on your energy level the right of way (combat initiative) is given to the next NPC or PC in combat.

Master Attack Type Chart: (DC's Colorized Version)

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Attack Name: [color=990033] Alter Accuracy:[/color] [color=ff3366] Alter Min DMG: [/color][color=cc0033] Alter Max DMG: [/color][color=ff0033] Energy Modifier: [/color]
Slash: ? ? ? ?
Critically Slashes: ? ? ? ?
Thrust: ? ? ? ?
Shallow Thrust: ? ? ? ?
Critically Thrusts: ? ? ? ?
Strikes: ? ? ? ?
Quickly Strikes: ? ? ? ?
Charging Strike: ? ? ? ?
Lunging Strike: ? ? ? ?
Slashing Strike: ? ? ? ?
Cross-Strikes: ? ? ? ?
Upper-Strikes: ? ? ? ?
Under-Strikes: ? ? ? ?
Critically Strikes: ? ? ? ?
Cuts: ? ? ? ?
Critically Cuts: ? ? ? ?
Lunges: ? ? ? ?
Critically Lunges: ? ? ? ?
Hacks: ? ? ? ?
Critically Hacks: ? ? ? ?
Chops: ? ? ? ?
Critically Chops: ? ? ? ?
Cleaves: ? ? ? ?
Critically Cleaves: ? ? ? ?
Stab: ? ? ? ?
Critically Stabs: ? ? ? ?
Bludgeon: ? ? ? ?
Critically Bludgeons: ? ? ? ?
Pound: ? ? ? ?
Critically Pounds: ? ? ? ?
Smashes: ? ? ? ?
Critically Smashes: ? ? ? ?
Crush: ? ? ? ?
Critically Crushes: ? ? ? ?
Rip: ? ? ? ?
Critically Rips: ? ? ? ?
Flays: ? ? ? ?
Critically Flays: ? ? ? ?
Beats: ? ? ? ?
Critically Beats: ? ? ? ?
Whaps: ? ? ? ?
Critically Whaps: ? ? ? ?
Pierces: ? ? ? ?
Critically Pierces: ? ? ? ?
Skewers: ? ? ? ?
Critically Skewers: ? ? ? ?
Impales: ? ? ? ?
Critically Impales: ? ? ? ?
Smacks: ? ? ? ?
Critically Smacks: ? ? ? ?
Slams: ? ? ? ?
Critically Slams: ? ? ? ?
Gut Punch: ? ? ? ?
Philtrum Strike: ? ? ? ?
Temple Strike: ? ? ? ?
Kidney Punch: ? ? ? ?
Skull Bash: ? ? ? ?
Critically Skull Bashes: ? ? ? ?
Clobbers: ? ? ? ?
Critically Clobbers: ? ? ? ?
Lashes: ? ? ? ?
Quickly Lashes: ? ? ? ?
Critically Lashes: ? ? ? ?
Whips: ? ? ? ?
Critically Whips: ? ? ? ?
Jabs: ? ? ? ?
Quickly Jabs: ? ? ? ?
Critically Jabs: ? ? ? ?
Cracks: ? ? ? ?
Critically Cracks: ? ? ? ?

Auto Maneuver:
Each skill has a set of auto maneuver, these are special attacks or blocks that will be preformed at a % chance doring combat. The auto maneuvers will work in conjunction with both offencive and defencive items. Each Maneuver is given a set of attributes to help balance their effects:
Effect: Breif details on how or what the effect does
Gains Right of way: If a maneuver has a yes under gain right of way then it basicly allows you to gain the combat initiative mid-round.
Keeps right of way: If a maneuver has a yes under keeps right of way then it basicly disallows defending player or NPC to gain the combat initiative mid-round.
D or O: Stands for Defensive or Offensive and tells you when a maneuver can be used.
Energy Modifier: each maneuver will alter the amount of energy you have at the start of your next phase of combat initiative.

This will be shown at the skill level as: +% Chance

How this effects combat:
In MMUD right of way was cyclical meaning when you used all your energy for attacks then right of way went to the next player. This had the detrimental effect that high level combat became mostly about who swings first. In this system we can fix this by presenting ways to usurp the right of way (gaining the combat initiative mid-round. By doing so we can break away from the cyclical combat style and allow for a more fluid combative system where players will be actively switching from defensive to offensive techniques anywhere doing combat.

Master Auto Maneuver Chart: (not finished)
Note - Right of way refers to combat initiative basically who is currently attacking, example if you gain right of way, you are now attacking. Some maneuvers can take right of way from an opponent.

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Maneuver Name: Effect: Gains Right
of way:
Keeps Right
of way:
D or O: Energy Modifier:
Parry: Special defensive block Not Used Not Used D ?
Off-hand Parry: Special defensive block with offhand item Not Used Not Used D ?
Mal-Parry: Failed Parry Not Used Not Used Not Used Half of a parry
Riposte: Offensive action after a successful parry Yes Not used D ?
Off-hand Riposte: Offensive action after a successful parry
with your off-hand item
Yes Not used D ?
Counter-Parry: Defensive block of a Parry Not Used Yes O ?
Counter-Riposte: Defensive block of a Riposte Not Used Yes O ?
Counter-Strike: Parry Riposte in one action Yes Not Used D ?
Shield Strike: Hits opponent with your shield Yes Not used D or O ?
Off-hand Strike: Hits opponent with your off-hand item Not Used Not Used O ?
Weapon Block: Defensive block using your Weapon Not Used Yes D or O ?
Off-hand block: Defensive block using your off-hand item Not Used Yes D or O ?
Shield Block: Defensive block using your shield Not Used Yes D or O ?
Side Step: Works like a Dodge Not Used Not Used D or O ?
Stunning Strike: Stuns Opponent Yes Not Used O ?
Inflict Bleeding wound: Causes A DOT Bleeding wound Not Used Not Used O ?
Grapple: Lowers Opponents Dodge, AC Not Used Not Used O ?
Knock-Down: Knocks Opponent to the ground Yes Not Used O ?
Trip: Stuns Opponent 1 round Yes Not Used O ?
Wrap: Lowers Opponents Dodge, AC Not Used Not Used O ?
Defensive Shove: Stun Opponent 1 round/+AC 5 rounds self Not Used Not Used O or D ?

Making the system work:
Re-typed at bottom.

Specialization Skills Map:
Note ? Most of the work I?ve done on this so far is unfinished but has been posted to give an idea of what will be done with each weapon skill.

Swords:
A sword is a sword doesn?t matter if its 1 handed or 2 handed. The art of using a sword partly comes out of the design of the sword. Swordsmanship style skills are divided into two main groups Fencing and Non-traditional. The Non-traditional skills are mostly sword type weapons that were either reserved for battle field fighting or street fighting.

Fencing Styles:
Fencing is divided up into a series of schools or styles such as Old, Spanish, Italian, German, French. While we don?t have these cultures in the game we can easily substitute the names out to fix that. There are also more attacks and blocks then I listed but this should be enough to get started:

Old Style:
Offensives Weapons: Singlestick, Arming sword, Cutlass, Bastard sword (1 or 2-handed)
Defensive Items: shield (works with auto maneuver Shield block)
Auto Attack types:
- Slashes: +% Chance, Damage Modifier Min/Max
- Strikes: +% Chance, Damage Modifier Min/Max
- Thrusts:? +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Shield Block: +% Chance
- Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +% Chance
- Counter-Riposte: +% Chance
Note:
- Bastard sword = type of longsword
- Singlestick = A Wooden Practice Sword
- Arming sword = the type of sword a broadsword falls into

Spanish Style:
Offensives Weapons: Singlestick, Small sword, Side-sword, Rapier, Montante (1 or 2-handed)
Attack type:
- Slash:? +% Chance, Damage Modifier Min/Max
- Thrust:? +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Sword Block: +% Chance
- Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +% Chance
- Counter-Riposte: +% Chance
- Side Step: +% Chance
Notes:
- Montante = type of longsword

Italian Style:
Offensives Weapons: Singlestick, Small sword, Foil, side-sword, Rapier, Spadone (1 or 2-handed)
Defensive Items: (Off-hand) Baton, Buckler shield (works with auto maneuver Shield block).
Attack types:
- Thrust: +% Chance, Damage Modifier Min/Max
- Lunge: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Shield Block: +% Chance
- Parry: +% Chance
- Offhand Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +%
- Counter-Riposte: +% Chance
Notes:
- Spadone = type of longsword

German Style:
Offensive Weapons: Singlestick, small sword, Arming sword, Saber, Langschwert (1 or 2-handed), Bidenh?nder (2-handed)
Defensive Items: Main-gauche (works with auto maneuver Offhand Parry)
Attack Type:
- Slash: +%, Damage Modifier
- Upper Strike: +% Chance, Damage Modifier Min/Max
- Under Strike: +% Chance, Damage Modifier Min/Max?
- Cut: +% Chance, Damage Modifier Min/Max
- Shallow thrust: +% Chance, Damage Modifier Min/Max
- Slice: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Parry: +%
- Offhand Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +% Chance
- Counter-Riposte: +% Chance
Notes:
- Spadone = type of longsword
- Bidenh?nder = type of 6 foot Greatsword

French Style:
Offensive Weapons: Singlestick, small sword, Arming sword, side-sword, bastard sword, Foil, Rapier, Cutlass
Defensive Items: Main-gauche, (Off-hand) Baton (works with auto maneuver Offhand Parry)
Attack types:
- Slash: +% Chance, Damage Modifier Min/Max
- Thrust: +% Chance, Damage Modifier Min/Max
- Lunge: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Parry: +%
- Offhand Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +% Chance
- Counter-Riposte: +% Chance

(Non-Traditional) Sword Type Specialties:

Backsword Style: (A backsword is a single bladed sword)
Offensive Weapons: Backsword, Scramasax, Makhaira, Scimitar...
Attack types:
- Chop: +% Chance, Damage Modifier Min/Max
- Cut: +% Chance, Damage Modifier Min/Max
- Slash: +% Chance, Damage Modifier Min/Max
- Slice: +% Chance, Damage Modifier Min/Max
- Hack: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Sword Block: +% Chance
- Counter-Strike: +% Chance
- Side step: +% Chance

Claymore Style:
Offensive Weapons: Clamshell Claymore, Basket-hilted Claymore, Two Handed Claymore...
Attack types:
- Chop: +% Chance, Damage Modifier Min/Max
- Cut: +% Chance, Damage Modifier Min/Max
- Cleave: +% Chance, Damage Modifier Min/Max
- Slash: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Sword Block: +% Chance

Knife Style:
Offensive Weapons: Dirk, Dagger, Knife, Sickle...
Defensive Items: Main-gauche (works with auto maneuver Offhand Parry)
Attack types:
- Cut: +% Chance, Damage Modifier Min/Max
- Slash: +% Chance, Damage Modifier Min/Max
- Lunge: +% Chance, Damage Modifier Min/Max
- Stab: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Parry: +% Chance
- Offhand Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +% Chance
- Counter-Riposte: +% Chance

Pole-arms Styles:
Pole-arms are a large range of bladed and blunt weapons from axes to maces to pikes and spears.

Pole-Arms Blunt

Traditional Mace Style:
Offensive Weapons: Club, Mace, Cludgel, Flanged mace, Spiked Mace, Maul...
Defensive Items: shield (works with auto maneuver Shield block)
Attacks:
- Cross-Strike: +% Chance, Damage Modifier Min/Max
- Upper-Strike: +% Chance, Damage Modifier Min/Max
- Smash: +% Chance, Damage Modifier Min/Max
- bludgeon: +% Chance, Damage Modifier Min/Max
- pound: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Weapon Block: +% Chance
- Sheild Block: +% Chance
- Counter-Strike: +% Chance
- Stunning Strike: +% Chance

Hilted Mace Style:
Offensive Weapons: Hilted Cludgel, Hilted baton, Hilted Mace
Defensive Items: Off-handed Baton, Torch, Shield
Attack types:
- Thrust: +% Chance, Damage Modifier Min/Max
- Lunge: +% Chance, Damage Modifier Min/Max
- Beat: +% Chance, Damage Modifier Min/Max
- pound: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Shield Block: +% Chance
- Parry: +% Chance
- Offhand Parry: +% Chance
- Counter-Parry: +% Chance
- Counter Strike: +% Chance
- Counter-Riposte: +% Chance
- Off-hand Strike: +% Chance
- Sheild Strike: +% Chance

Non-Traditional mace style: (thinking this might be non-priest, cleric)
Offensive Weapons: Flanged mace, Spiked Mace...
Defensive Items: shield (works with auto maneuver Shield block)
Attacks:
- Cross-Strike: +% Chance, Damage Modifier Min/Max
- Upper-Strike: +% Chance, Damage Modifier Min/Max
- Rip: +% Chance, Damage Modifier Min/Max
- Cut: +% Chance, Damage Modifier Min/Max
- Pierce: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Weapon Block: +% Chance
- Sheild Block: +% Chance
- Counter-Strike: +% Chance
- inflict Bleeding wound: +% Chance

Cane Style:
Offensives Weapons: Singlestick, Walking Stick, Cane, Short Staff...
Defensive Items: Shield, Baton, Torch
Auto Attack types:
- Thrust +% Chance, Damage Modifier Min/Max
- Smack: +% Chance, Damage Modifier Min/Max
- Lunge:? +% Chance, Damage Modifier Min/Max
- Whap: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Shield Block: +% Chance
- Shield Strike: +% Chance
- Parry: +% Chance
- Off Hand Parry: +% Chance
- Counter Strike: +% Chance
- Side step: +% Chance
- Trip: +% Chance

Specialty Hammer styles:

War-Hammer Style: (thinking this might be non-priest, cleric)
Offensive Weapons: Iron warhammer, Mattock...
Attacks:
- Bludgeon: +% Chance, Damage Modifier Min/Max
- Pierce: +% Chance, Damage Modifier Min/Max
- Impale: +% Chance, Damage Modifier Min/Max
- Crush: +% Chance, Damage Modifier Min/Max
- Pound: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Weapon Block: +% Chance
- Counter-Strike: +% Chance
- Knock down opponent: +% Chance
- inflict Bleeding wound: +% Chance

Battle-hammer style
Offensive Weapons: Battle hammer, Iron Battle Hammer....
Attacks:
- Bludgeon: +% Chance, Damage Modifier Min/Max
- Crush: +% Chance, Damage Modifier Min/Max
- Slam: +% Chance, Damage Modifier Min/Max
- Smash: +% Chance, Damage Modifier Min/Max
- Pound: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Weapon Block: +% Chance
- Side step: +% Chance
- Knock down opponent: +% Chance
- Stunning Strike: +% Chance

Pole-Arms Sharp

Long Spear Style
Offensive Weapons: 2-handed Long Spears?
Style bonuses: +AC (accentuates the reach of the weapon)
Attacks:
- Impales
- Skewers
- Quick Strike
- Lunging Strike
- Charging Strike
Auto Maneuvers:
- Weapon Block:
- Side-Step:
- Counter-Strike:
- Trip:
- Defensive Shove:

Short Spear Style
Offensive Weapons: 1 handed Short Spears
Defensive Items: Main-gauche, Baton, Shield
Attacks:
-Quick Jab
-Jab
-Skewers
-Slashing Strike
Auto Maneuvers:
- Off-hand Block:
- Shield Block
- Side-Step:
- Counter-Strike:
- Shield Strike
- Off-hand Strike

***Hammer
**Bladed:
***Spear
****long and short Spear, Pike..
***Axe
****Long Pole Axes:
****Short Pole Axes:
****Double Bladed Axes:

Ball and chains:
Ball and chains covers a extencive array of weapons basicly covering any weapon which has a length of rope or chain attached to a handle.

Whip Style:
Offensives Weapons: Bull Whip, Barbed whip, Chain Whip, Short Whip, Heavy Whip
Defensive Items: Small shields, Main-gauche
Auto Attack types:
- Lashes: +% Chance, Damage Modifier Min/Max
- Quickly Lashes:? +% Chance, Damage Modifier Min/Max
- Cracks: +% Chance, Damage Modifier Min/Max
- Cut:? +% Chance, Damage Modifier Min/Max
- Whips:? +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Shield Block: +% Chance
- Trip: +% Chance
- Side Step: +% Chance
- Shield Strike: +% Chance
- Off-hand Strike
- Wrap: +% Chance

** Flail, Morning-star

Fist-loads:
A fist-load is basicly an weapon used in conjuction with a hand to hand attack such as brass knuckles and punching.

Brass Knuckle Style:
Offensive Weapons: Brass Knuckle, Spiked Brass Knuckle
Attacks:
- Gut Punch: +% Chance, Damage Modifier Min/Max
- Philtrum Strike: +% Chance, Damage Modifier Min/Max
- Temple Strike: +% Chance, Damage Modifier Min/Max
- Kidney Strike: +% Chance, Damage Modifier Min/Max
- Skull Bash: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Side Step: +% Chance
- Dodge: +% Chance
- Grapple: +% Chance

Ranged:
**Thrown:
**Archery:

*Samurai or ninja only styles
*Kenjutsu:
**Offensive Weapons: Katana, Kodachi, Wakizashi?
*Nito Ichi Ryu - Two Swords-as-One Style
*Iaijutsu
*Sojutsu:
**Offensive Weapons: Yari (Spear)....
*Kobojutsu
** Offensive Weapons: Kusari, Ninjato, Shuriken
*Kyudo - art of Bowmanship
*Jojutsu ? Light Staff
*Jittejutsu
**Offensive/Defensive Weapons: Jitte, Sai


Technical side of the system:
This is an explanation of the combat skill system via the data sets that would be needed and the dependencies on other in game features. (This is very much a work in progress right now.)

1. Basics of the system
Each combat skill or style contains a set of abilities. Each skill or style in itself is an ability value combo, the ability equals what combat skill it is and the value equals the skills rating. The system uses the skills abilities by matching the skills ability number between the player and the weapon used. The logic test used in this matching would be if the PC?s or NPC?s Skill is equal or greater than the matching skill on the weapon. Doing so results in this happening; if a PC has a skill that is coded as ability 10 at a value of 3 they would then receive the skills effects on all weapons with ability 10, value 3, 2, 1. If they had ability 10, value 5 they would receive the skills effects on all weapons value 5 and below.

The abilities with in a skill are also cumulative in their effects between multiple skills or weapons with built in maneuvers. When using a cross skill compatible weapon if you got a +3% chance of a parry from one skill, a +5% chance of a parry from a second skill, and a +1% chance of a parry from your weapon then you would receive the total amount of +9% chance of a parry at character level. This allows some of the abilities with-in a style to be used universally through the game.

1.1. Energy usage and Combat:
Each PC or NPC goes into combat with a full supply of energy. Attacks and Maneuvers both deplete a PC?s or NPC?s available energy. When a PC or NPC depletes their energy combat initiative moves to the next engaged combatant. When combat initiative is changed in this manner the energy of the last combatant is replaced. Other wise when a mid-round round combat initiative takes place that PC or NPC does not start with a full energy supply but only that which is left over from their defensive round. After the first offensive move this will make it so combative rounds will go from defensive to offensive with a decreasing flow until one play finishes out their round.

2. Dependant and Related Item and Skill Abilities
This section details any abilites not covered in the other sections

2.1 Dual Wield
Lets say you pick up weapon skill X which has a the ability value 1 when you start it. When the skill is at value 1 you do not have dual wield. As you train the skill say to value 5 then you would get dual wield value 1 from that skill. As you train further you might get dual wield 2 or 3... If you get dual wield 1 in one skill and dual wield 1 from a second skill, you would use the cumulative effect of both skills and actually get dual wield 2 at the character level of abilities.

Now since a weapon would be already coded to check for the matching skill abilities on players this would make it so any weapon that you pick up that has both the matching or lesser skill/value and dual wield 1 ability you could dual wield. Weapons could also then be restricted by their dual wield value to represent how hard a weapon is to dual wield.

PC Example:
PC Abilities:
Skill 1 Value 5 (contains Dual Wield 1)

Weapon example 1:
Dagger:
Weapons Abilities:
Dual Wield 1? ?(This makes the weapon work with the PC's Skill giving the character Dual wield)
Skill 1 value 1 (makes the weapon work with this skills abilities)

Weapon example 2:
Short Sword:
Weapons Abilities:
Dual Wield 2? ?(would not be able to be dual wielded because the ability value is greater then the players)
Skill 1 value 2 (makes the weapon work with this skills abilities)

Weapon example 3:
Sickle:
Weapons Abilities:
Dual Wield 1? ?(The value of Dual wield is correct)
Skill 2 value 2 (But the Skill is wrong so this weapon would not be able to be dual wielded by that PC)

Weapon example 4:
Rapier:
Weapons Abilities:
Dual Wield 1? ?(The value of Dual wield is correct)
Skill 1 value 6 (But the skill needed for this weapon is not high enough get the effect from the skill yet)

2.2 Ranged Combat
Haven't gotten to this one yet but will enable a room to room ranged combat method.

2.3 Maneuver Chance %:
Maneuver Chance %: when a maneuver is coded into a weapon?s data set the value of the maneuver is already used as a check for the appropriate combat skill value. Maneuver chance when on a weapon sets the percent change for that weapon using that Maneuver with out the presence of a combat skill.

2.4 Weapon on-hand:
Weapon on-hand: This ability would trigger the game engine to also read the weapon data fields of an item even if the type was wrong. Using this ability you could make a jug of dark ale equip-able as a weapon. (This ability would be mostly for making dual use items and is not currently used in this system) Syntax for use in game: "eq (item name) on-hand"

2.5 Armour off-hand:
Armour off-hand ? This ability would trigger the game engine to read the armour data fields of an item even if the type was wrong. Using this ability you could equip an item such as a second weapon or a chair to the off-hand position to use as a shield. (This ability would enable more choices to work with maneuvers such as: off-hand parry, shield block, off-hand strike, and shield strike.)

2.5 Shield:
Shield: This ability simply tells the game an item is a shield and is required for maneuvers like shield block and shield strike. (This is just a true false ability used in a check.)

2.5 Off-hand:
Off-hand: This ability simply tells the game an item is an off-hand item useable by maneuvers like off-hand block, Off-hand Parry and Off-hand strike. (This is just a true false ability used in a check.)

3. Coding data sets for Attacks:
Each attack is given and ability/value combo such as 10/1, 10/2, 10/3. Each attack has four main values that alter its in game characteristics. Each of these characteristics affects a character only for the period of time that the attack is being used, that being one swing these effect are issued after all other character bonuses or penalties.

Alter accuracy changes the characters accuracy this allows some attacks to be more accurate then others. Alter min and Alter max Damage (dmg) change the amount of damage done by that attack. Energy Cost is the base amount of energy an attack uses and should interface the formula for swing rate it basically should equate to more attacks at higher levels much like the current combat system does.

The Trigger Spell subset is for any spells that an attack would trigger. Each spell is combined with a chance % value. This will allow attacks to trigger spells not present on a weapon like a non-magic spell like a dazing blow or stun effect or providing an attack to be magical. Spells triggered this way can then be set to use or not use mana by altering the spells data.

The Message subset uses the traditional line 1,2,3 message style and is an overrides the default messages present at weapon level.



Attack Name:
Attack Ability #:
Attack Value #:

Attack Variables - Subset
Alter Accuracy:
Alter Min DMG:
Alter Max DMG:
Energy Cost:

Trigger Spell - Subset
Spell #:
Chance %:

Message - Subset
Hit Message #:
Miss Message #:

4. Coding data sets for Maneuvers:
This set will be changed as I work some features out but I wanted to post it to show what I have so far.


Maneuvers Name:
Maneuvers Ability #:
Maneuvers Value #:

? ? ?
Maneuver Behavior Variables ? Subset:
Offensive, or Defensive, or O and D:
Requires Shield, Requires Off-hand, Not Used:
Blocks Any Attack, Blocks a Single Attack, or Not Used:
Blocks Attack #,#:
Follows Any Attack, Follows a Single Attack, or Not Used:
Follows Attack #,#:
Blocked by Maneuver, or Not Used:
Blocked by Maneuver #,#:
Triggers a Maneuver, or Not Used:
Triggers Maneuver #,#:

Trigger Spell - Subset:
Spell #:
Chance %:

Messages ? Subset:
Success Message #:
Fail Message #:

Maneuver End Effect ? Subset:
Gains Right of Way, or Keep Right of Way, or Not Used:
Success Energy Cost:
Fail Energy Cost:


4.1. Triggering Linked Maneuvers:
Many of the maneuvers are triggered via a attack or other maneuver there needs to be a way of coding this in to the data sets so maneuvers can be added by the editor with out needing a code change. I think I figured it out will post details later.

For example if both players have parry, off-hand or on-hand riposte, and counter riposte:
Any attack will trigger a chance of a Parry from the target.
The defenders Parry will then trigger a chance of a Riposte or an Off-hand Riposte from that player.
The defenders Riposte or off-hand Riposte needs to trigger a chance Counter-Riposte from the offensive player.

5. Coding data sets for combat skills:
The skill data is tells the game engine what attacks and maneuvers are available to a character when in combat. The ability number is the datum?s primary key with all other data being below that. This data is sub-divided in to three major sections? Attack types details what attacks a skill gives at any given skill value as well as the chance for that attack to be executed. Chance ratings are cumulative through the skills ratings so if you want to increase an attacks chance you would input the value you want to increase it by.? The maneuver subset works just like the attack subset. The secondary abilities are also cumulative through the skills value but these abilities are always active. This section is for giving static bonuses or other abilities to a character.


Style Name:
Style?s Ability #:

Attack Types - Subset:
Attack Ability #:
Attack Value #:
Chance %:
Style Value #:

Maneuver Type - Subset:
Maneuvers Ability #:
Maneuvers Value #:
Chance %:
Style Value #:

Secondary Abilities - Subset:
Ability #:
Value #:
Style Value #:


DeathCow

Personally, I'm having a little trouble catching where you're going.  Maybe it would be useful if you completed 1 tree all the way through so i could see where you were going with this.

DeathCow

Quote
Fencing key:
Offensives Weapons: Compatable Weapons
Defensive Items: Compatable Defencive Items
Attack Types: Each attack type has its own change %, and MIN/MAX Damage modifier
Auto manuviors: Each style has a group of auto manuvers that help define the style
Its nice to have a key, but this is difficult to look at.  I know the forum is crap for formating, but some more structure would help. 
Quote
Attack Types: Each attack type has its own change %, and MIN/MAX Damage modifier
Auto manuviors: Each style has a group of auto manuvers that help define the style
I assume I know what you mean by auto manuviors, but.....maneuvers?  As for attack types...do you mean commands like, attack, bash, smash? And what does change % mean?

Quote
Old Style:
Offensives Weapons: Singlestick, Arming sword, Cutlass, Bastard sword (1 or 2-handed)
So this style would be coded in and it would only effect weapons with the Ability Weapontype: 1/2/3/4/5 <assuming Singlestick=1 arming=2..etc etc.>.  All weapon would then be given an ability WeaponType:X  Right?
Quote
Defensive Items: buckler shield
Ok, you got me here.  What is this?  Whats it do?
Quote
Attack types:
- Slashes: +%, Damage Modifier
- Strikes: +%, Damage Modifier
- Thrusts:  +%, Damage Modifier
This is even more ambigous than the key was. Whats going on here?
Quote
Auto manuviors:
- Shield Block: +%
- Parry: +%
- Counter-Parry: +%
- Riposte: +%
- Counter-Riposte: +%
Ok so as you train in the skill you get better at these abilities..Like skill level=%?

The Crazy Animal

Quote
Old Style:
Offensives Weapons: Singlestick, Arming sword, Cutlass, Bastard sword (1 or 2-handed)

So this style would be coded in and it would only effect weapons with the Ability Weapontype: 1/2/3/4/5 <assuming Singlestick=1 arming=2..etc etc.>.  All weapon would then be given an ability WeaponType:X  Right?

so say old style was ability 10 each weapon would then get a ability value such as:
Singlestick, 10 1
arming sword, 10 2

If some one then had 2 points in old style they would have ability 10 value 2 and the effect would work with all weapons that have ability 10 2 or 10 1. If they had 5 points in old style then they would have ability 10 5 and would get the effect on all weapons with ability 10 value 5,4,3,2,1.

This lets some weapons or items be restricted to later in a skills progression. This could also work with the auto manuviors or attacks too if you want to go that way were some manuvers might be restricted to a skill rating say skill 1 for parry skill 3 for counter-parry....

Quote
Ok so as you train in the skill you get better at these abilities..Like skill level=%?

Yes adding skill points to a skill would alter the Chance %'s in each style. Like moves would be cumalative in their chance % too. So if two styles use the slash attack and you would add them together to get what the total chance for a character to use that combat move.

The Crazy Animal

okie revised it a little hopefully its easier to understand now.

DeathCow

Oi...I'll work on it a bit later.

It should in theory be organized like so, Concept/detail/info about detail/detail/info about detail/etc/etc

DeathCow

its looking better..good work.

I shoudl really make a posting walkthrough for large ideas..I've discovered many short cuts.

The Crazy Animal

Its just a huge idea no real way around it.. I would rather have just posted it direct to the wiki so I don't have to do the charts and stuff over and would have the TOC to help keep things sorted but that doesn't matter at this point.

Things I could use in this idea:
1. I could really use some help comming up with more attack types I think I've covered all of the standards from mmud plus a few with the exception of ranged items.
2. I need a system to show the bonuses given when you raise a skill up.
3. I need to know the energy/swing formula so I can toy with some of the energy usage stuff
4. More Auto Maneuver I would like to migrate any of the tried and true non-magic weapon extra hit effects over so they can work in combination with the different styles.
5. Need to figure out how we want to deal with ranged combat. (Should this work with lockes ranged combat idea?)

Need some other stuff too but that can be worked out later.

The Crazy Animal

Made some more updates to try to better explain some of the parts:

Added keys for the 2 major charts.
Added Critical hit attacks in to the master attack list.
Added brief description of effects of attacks and maneuvers on combat.

If anyone reading this has trouble understanding a part let me know so I can fix it up more.

DeathCow

#10
I?ve been slowing working on a system for this too. This is a very rough draft of it so keep that in mind while reading it as it really is a work in progress. Maybe DC will Fix the colors up for me...

Introduction:
It basically goes like this specialization skills and weapon types are tied together. Each style works with a set of weapons and will have a basic focus such as guarded, counter-offensive, defensive, or offensive. Since weapons types are often derived from other weapons this system is meant to help map that out. The valid weapon categories are: Swords, Pole-arms, Fist-loads, and Ranged. These main categories have sub categories attached to them which further specialize down players will be picking specialization skills from the sub-category level and below. This system will let you spend CPs for skill points this will help achieve a balance between combat technique and physical prowess. As a very skilled technique oriented character should be able to keep up with a very powerful character. These Specialization skills would be dynamically displayed on a Stat2 page.

Combat Ratings: (needs more work)


? ? ?? ? ?
? ? ?? ? ?
? ? ?? ? ?
? ? ?? ? ?
? ? ?? ? ?
? ? ?? ? ?
Combat Ratings:Number of weapon specializations:CP exchange rate(CP:SP)
Combat 1:36:1
Combat 2:45:1
Combat 3:54:1
Combat 4:63:1
Combat 5:72:1

Skill Rating:
The Specialization Skills each have a rating and will be able to be raised using the skill points. By improving the rating of a skill you will improve some aspect of the skill.

Spending Skill Points: (needs work)
Cost to start a skill: 2 points
Cost to raise a skill: (1*current skill rating)

Aspects of Skills:
Combat skills are divided down into a set of aspects that define the skill see below for details on individual aspects:

Offensives Weapons:
Each skill has a set of weapons that work with the skill. As you read on you will notice each weapon has from one to many skills that it will work with. This makes it so some weapons will beable to be used with combinations of skills.

Defensive Items:
Some skills will have an additional set of defensive items that will also work in combination with the skills attacks or auto manuviors.

Attack Type:
Each skill has a set of attack types, these attacks are automaticly preformed when engaging combat. Each style/skill gives its attack types a % chance of happening. Each attack type has a set of attributes that help balance the power between different attacks:
Alter Accuracy: Changes the accuracy of the attack type.
Alter Min Dmg: Changes the Min Damage done to a target when using this attack type.
Alter Max Dmg: Changes the Max Damage done to a target when using this attack type.
Energy Modifier: Sets the energy used per each attack.

This will be shown at the skill level as: +% Chance, Damage modifier Min/Max

How this effects combat:
In mmud your swing rate is calculated by the weapons speed and the amount of energy you have at the start of each round. In this system however you have no set swing rate you simply use the energy based on your weapons speed and the type of chance attacks being used so some round you might have 2 extra hard hitting swings other rounds you might have 8 light hitting swings. As you run out of energy attacks with an energy cost greater then you have will default to lower energy attacks even if they are of a lower chance percentage. When there are no more attacks possible based on your energy level the right of way (combat initiative) is given to the next NPC or PC in combat.

Master Attack Type Chart: (not finished)

? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?
Attack Name: [color=990033] Alter Accuracy:[/color] [color=ff3366] Alter Min DMG: [/color][color=cc0033] Alter Max DMG: [/color][color=ff0033] Energy Modifier: [/color]
Slash: ? ? ? ?
Critically Slashes: ? ? ? ?
Thrust: ? ? ? ?
Shallow Thrust: ? ? ? ?
Critically Thrusts: ? ? ? ?
Strikes: ? ? ? ?
Cross-Strikes: ? ? ? ?
Upper-Strikes: ? ? ? ?
Under-Strikes: ? ? ? ?
Critically Strikes: ? ? ? ?
Cuts: ? ? ? ?
Critically Cuts: ? ? ? ?
Lunges: ? ? ? ?
Critically Lunges: ? ? ? ?
Hacks: ? ? ? ?
Critically Hacks: ? ? ? ?
Chops: ? ? ? ?
Critically Chops: ? ? ? ?
Cleaves: ? ? ? ?
Critically Cleaves: ? ? ? ?
Stab: ? ? ? ?
Critically Stabs: ? ? ? ?
Bludgeon: ? ? ? ?
Critically Bludgeons: ? ? ? ?
Pound: ? ? ? ?
Critically Pounds: ? ? ? ?
Smashes: ? ? ? ?
Critically Smashes: ? ? ? ?
Crush: ? ? ? ?
Critically Crushes: ? ? ? ?
Rip: ? ? ? ?
Critically Rips: ? ? ? ?
Flays: ? ? ? ?
Critically Flays: ? ? ? ?
Beats: ? ? ? ?
Critically Beats: ? ? ? ?
Whaps: ? ? ? ?
Critically Whaps: ? ? ? ?
Pierces: ? ? ? ?
Critically Pierces: ? ? ? ?
Skewers: ? ? ? ?
Critically Skewers: ? ? ? ?
Impales: ? ? ? ?
Critically Impales: ? ? ? ?
Smacks: ? ? ? ?
Critically Smacks: ? ? ? ?
Slams: ? ? ? ?
Critically Slams: ? ? ? ?
Gut Punch: ? ? ? ?
Philtrum Strike: ? ? ? ?
Temple Strike: ? ? ? ?
Kidney Punch: ? ? ? ?
Skull Bash: ? ? ? ?
Critically Skull Bashes: ? ? ? ?
Clobbers: ? ? ? ?
Critically Clobbers: ? ? ? ?
Lashes: ? ? ? ?
Quickly Lashes: ? ? ? ?
Critically Lashes: ? ? ? ?
Whips: ? ? ? ?
Critically Whips: ? ? ? ?
Jab: ? ? ? ?
Critically Jabs: ? ? ? ?
Cracks: ? ? ? ?
Critically Cracks: ? ? ? ?

Auto Maneuver:
Each skill has a set of auto maneuver, these are special attacks or blocks that will be preformed at a % chance doring combat. The auto maneuvers will work in conjunction with both offencive and defencive items. Each Maneuver is given a set of attributes to help balance their effects:
Effect: Breif details on how or what the effect does
Gains Right of way: If a maneuver has a yes under gain right of way then it basicly allows you to gain the combat initiative mid-round.
Keeps right of way: If a maneuver has a yes under keeps right of way then it basicly disallows defending player or NPC to gain the combat initiative mid-round.
Energy Modifier: each maneuver will alter the amount of energy you have at the start of your next phase of combat initiative.

This will be shown at the skill level as: +% Chance

How this effects combat:
In MMUD right of way was cyclical meaning when you used all your energy for attacks then right of way went to the next player. This had the detrimental effect that high level combat became mostly about who swings first. In this system we can fix this by presenting ways to usurp the right of way (gaining the combat initiative mid-round. By doing so we can break away from the cyclical combat style and allow for a more fluid combative system where players will be actively switching from defensive to offensive techniques anywhere doing combat.

Master Auto Maneuver Chart: (not finished)
Note - Right of way refers to combat initiative basically who is currently attacking, example if you gain right of way, you are now attacking. Some maneuvers can take right of way from an opponent.

Maneuver Name: Effect: Gains Right
of way:
Keeps Right
of way:
D or O: Energy Modifier:
Parry: Special defensive block Not Used Not Used D ?
Off-hand Parry: Special defensive block with offhand item Not Used Not Used D ?
Mal-Parry: Failed Parry Not Used Not Used Not Used Half of a parry
Riposte: Offensive action after a successful parry Yes Not used D ?
Off-hand Riposte: Offensive action after a successful parry
with your off-hand item
Yes Not used D ?
Counter-Parry: Defensive block of a Parry Not Used Yes O ?
Counter-Riposte: Defensive block of a Riposte Not Used Yes O ?
Counter-Strike: Parry Riposte in one action Yes Not Used D ?
Shield Strike: Hits opponent with your shield Yes Not used D or O ?
Off-hand Strike: Hits opponent with your off-hand item Not Used Not Used O ?
Sword Block: Defensive block using your Weapon Not Used Yes D or O ?
Off-hand block: Defensive block using your off-hand item Not Used Yes D or O ?
Shield Block: Defensive block using your shield Not Used Yes D or O ?
Side Step: Works like a Dodge Not Used Not Used D or O ?
Stunning Strike: Stuns Opponent Yes Not Used O ?
Inflict Bleeding wound: Causes A DOT Bleeding wound Not Used Not Used O ?
Grapple: Lowers Opponents Dodge, AC Not Used Not Used O ?
Knock-Down: Knocks Opponent to the ground Yes Not Used O ?
Trip: Stuns Opponent 1 round Yes Not Used O ?
Wrap: Lowers Opponents Dodge, AC Not Used Not Used O ?
Making the system work:
Each Style has an ability number, and each skill rating is equal to a value. When a player starts a skill they would recive the ability number with a value of one. When a player raises a skill they would recive a bonus to that abilities value Such as:
ability 10, value 1,2,3...
ability 11, value 1,2,3...

Each weapon would then be tagged with a correlating abilities and values:
Singlestick, ability 10, value 1
Arming Sword, Ability 10, Value 2, Ability 11, value 3
Saber, ability 10, value 3

The system would then use a equal to or greater then check between the weapon and the player testing for that abilities value. If the logic is true then the effects of the skill will work on that character with that weapon. This will allow a character to use any and all skills they have so long as they are compatible with the weapon/item type they are welding. The Aspects of each skill would be cumalative on the character so if they had +5% parry from one skill and +2% parry from another they would get the total +7% parry when in combat.

If a PC has ability 10 at a value of 3 they would then receive the skills effects on all weapons with ability 10, value 3, 2, 1. If they had ability 10, value 5 they would receive the skills effects on all weapons value 5 and below.

Note - Specializations and weapon restrictions: Despite weapon restrictions such as blunt or bladed some specializations do include weapons types other then what would be expected. Such as all the fencing styles offer the weapon type singlestick which is a wooden practice sword. This would allow a priest to take up fencing to some extent.

Specialization Skills Map:
Note ? Most of the work I?ve done on this so far is for swords more will come later though.

Swords:
A sword is a sword doesn?t matter if its 1 handed or 2 handed. The art of using a sword partly comes out of the design of the sword. Swordsmanship style skills are divided into two main groups Fencing and Non-traditional. The Non-traditional skills are mostly sword type weapons that were either reserved for battle field fighting or street fighting.

Fencing Styles:
Fencing is divided up into a series of schools or styles such as Old, Spanish, Italian, German, French. While we don?t have these cultures in the game we can easily substitute the names out to fix that. There are also more attacks and blocks then I listed but this should be enough to get started:

Old Style:
Offensives Weapons: Singlestick, Arming sword, Cutlass, Bastard sword (1 or 2-handed)
Defensive Items: shield (works with auto maneuver Shield block)
Auto Attack types:
- Slashes: +% Chance, Damage Modifier Min/Max
- Strikes: +% Chance, Damage Modifier Min/Max
- Thrusts:? +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Shield Block: +% Chance
- Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +% Chance
- Counter-Riposte: +% Chance
Note:
- Bastard sword = type of longsword
- Singlestick = A Wooden Practice Sword
- Arming sword = the type of sword a broadsword falls into

Spanish Style:
Offensives Weapons: Singlestick, Small sword, Side-sword, Rapier, Montante (1 or 2-handed)
Attack type:
- Slash:? +% Chance, Damage Modifier Min/Max
- Thrust:? +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Sword Block: +% Chance
- Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +% Chance
- Counter-Riposte: +% Chance
- Side Step: +% Chance
Notes:
- Montante = type of longsword

Italian Style:
Offensives Weapons: Singlestick, Small sword, Foil, side-sword, Rapier, Spadone (1 or 2-handed)
Defensive Items: (Off-hand) Baton, Buckler shield (works with auto maneuver Shield block).
Attack types:
- Thrust: +% Chance, Damage Modifier Min/Max
- Lunge: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Shield Block: +% Chance
- Parry: +% Chance
- Offhand Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +%
- Counter-Riposte: +% Chance
Notes:
- Spadone = type of longsword

German Style:
Offensive Weapons: Singlestick, small sword, Arming sword, Saber, Langschwert (1 or 2-handed), Bidenh?nder (2-handed)
Defensive Items: Main-gauche (works with auto maneuver Offhand Parry)
Attack Type:
- Slash: +%, Damage Modifier
- Upper Strike: +% Chance, Damage Modifier Min/Max
- Under Strike: +% Chance, Damage Modifier Min/Max?
- Cut: +% Chance, Damage Modifier Min/Max
- Shallow thrust: +% Chance, Damage Modifier Min/Max
- Slice: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Parry: +%
- Offhand Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +% Chance
- Counter-Riposte: +% Chance
Notes:
- Spadone = type of longsword
- Bidenh?nder = type of 6 foot Greatsword

French Style:
Offensive Weapons: Singlestick, small sword, Arming sword, side-sword, bastard sword, Foil, Rapier, Cutlass
Defensive Items: Main-gauche, (Off-hand) Baton (works with auto maneuver Offhand Parry)
Attack types:
- Slash: +% Chance, Damage Modifier Min/Max
- Thrust: +% Chance, Damage Modifier Min/Max
- Lunge: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Parry: +%
- Offhand Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +% Chance
- Counter-Riposte: +% Chance

(Non-Traditional) Sword Type Specialties:

Backsword Style: (A backsword is a single bladed sword)
Offensive Weapons: Backsword, Scramasax, Makhaira, Scimitar...
Attack types:
- Chop: +% Chance, Damage Modifier Min/Max
- Cut: +% Chance, Damage Modifier Min/Max
- Slash: +% Chance, Damage Modifier Min/Max
- Slice: +% Chance, Damage Modifier Min/Max
- Hack: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Sword Block: +% Chance
- Counter-Strike: +% Chance
- Side step: +% Chance

Claymore Style:
Offensive Weapons: Clamshell Claymore, Basket-hilted Claymore, Two Handed Claymore...
Attack types:
- Chop: +% Chance, Damage Modifier Min/Max
- Cut: +% Chance, Damage Modifier Min/Max
- Cleave: +% Chance, Damage Modifier Min/Max
- Slash: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Sword Block: +% Chance

Knife Style:
Offensive Weapons: Dirk, Dagger, Knife, Sickle...
Defensive Items: Main-gauche (works with auto maneuver Offhand Parry)
Attack types:
- Cut: +% Chance, Damage Modifier Min/Max
- Slash: +% Chance, Damage Modifier Min/Max
- Lunge: +% Chance, Damage Modifier Min/Max
- Stab: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Parry: +% Chance
- Offhand Parry: +% Chance
- Counter-Parry: +% Chance
- Riposte: +% Chance
- Counter-Riposte: +% Chance

Pole-arms Styles:
Pole-arms are a large range of bladed and blunt weapons from axes to maces to pikes and spears.

Traditional Mace Style:
Offensive Weapons: Club, Mace, Cludgel, Flanged mace, Spiked Mace, Maul...
Defensive Items: shield (works with auto maneuver Shield block)
Attacks:
- Cross-Strike: +% Chance, Damage Modifier Min/Max
- Upper-Strike: +% Chance, Damage Modifier Min/Max
- Smash: +% Chance, Damage Modifier Min/Max
- bludgeon: +% Chance, Damage Modifier Min/Max
- pound: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Weapon Block: +% Chance
- Sheild Block: +% Chance
- Counter-Strike: +% Chance
- Stunning Strike: +% Chance

Hilted Mace Style:
Offensive Weapons: Hilted Cludgel, Hilted baton, Hilted Mace
Defensive Items: Off-handed Baton, Torch, Shield
Attack types:
- Thrust: +% Chance, Damage Modifier Min/Max
- Lunge: +% Chance, Damage Modifier Min/Max
- Beat: +% Chance, Damage Modifier Min/Max
- pound: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Shield Block: +% Chance
- Parry: +% Chance
- Offhand Parry: +% Chance
- Counter-Parry: +% Chance
- Counter Strike: +% Chance
- Counter-Riposte: +% Chance
- Off-hand Strike: +% Chance
- Sheild Strike: +% Chance

Non-Traditional mace style: (thinking this might be non-priest, cleric)
Offensive Weapons: Flanged mace, Spiked Mace...
Defensive Items: shield (works with auto maneuver Shield block)
Attacks:
- Cross-Strike: +% Chance, Damage Modifier Min/Max
- Upper-Strike: +% Chance, Damage Modifier Min/Max
- Rip: +% Chance, Damage Modifier Min/Max
- Cut: +% Chance, Damage Modifier Min/Max
- Pierce: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Weapon Block: +% Chance
- Sheild Block: +% Chance
- Counter-Strike: +% Chance
- inflict Bleeding wound: +% Chance

Cane Style:
Offensives Weapons: Singlestick, Walking Stick, Cane, Short Staff...
Defensive Items: Shield, Baton, Torch
Auto Attack types:
- Thrust +% Chance, Damage Modifier Min/Max
- Smack: +% Chance, Damage Modifier Min/Max
- Lunge:? +% Chance, Damage Modifier Min/Max
- Whap: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Shield Block: +% Chance
- Shield Strike: +% Chance
- Parry: +% Chance
- Off Hand Parry: +% Chance
- Counter Strike: +% Chance
- Side step: +% Chance
- Trip: +% Chance

Specialty Hammer styles:

War-Hammer Style: (thinking this might be non-priest, cleric)
Offensive Weapons: Iron warhammer, Mattock...
Attacks:
- Bludgeon: +% Chance, Damage Modifier Min/Max
- Pierce: +% Chance, Damage Modifier Min/Max
- Impale: +% Chance, Damage Modifier Min/Max
- Crush: +% Chance, Damage Modifier Min/Max
- Pound: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Weapon Block: +% Chance
- Counter-Strike: +% Chance
- Knock down opponent: +% Chance
- inflict Bleeding wound: +% Chance

Battle-hammer style
Offensive Weapons: Battle hammer, Iron Battle Hammer....
Attacks:
- Bludgeon: +% Chance, Damage Modifier Min/Max
- Crush: +% Chance, Damage Modifier Min/Max
- Slam: +% Chance, Damage Modifier Min/Max
- Smash: +% Chance, Damage Modifier Min/Max
- Pound: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Weapon Block: +% Chance
- Side step: +% Chance
- Knock down opponent: +% Chance
- Stunning Strike: +% Chance

***Hammer
**Bladed:
***Spear
****long and short Spear, Pike..
***Axe
****Long Pole Axes:
****Short Pole Axes:
****Double Bladed Axes:

Ball and chains:
Ball and chains covers a extencive array of weapons basicly covering any weapon which has a length of rope or chain attached to a handle.

Whip Style:
Offensives Weapons: Bull Whip, Barbed whip, Chain Whip, Short Whip, Heavy Whip
Defensive Items: Small shields, Main-gauche
Auto Attack types:
- Lashes: +% Chance, Damage Modifier Min/Max
- Quickly Lashes:? +% Chance, Damage Modifier Min/Max
- Cracks: +% Chance, Damage Modifier Min/Max
- Cut:? +% Chance, Damage Modifier Min/Max
- Whips:? +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Shield Block: +% Chance
- Trip: +% Chance
- Side Step: +% Chance
- Shield Strike: +% Chance
- Off-hand Strike
- Wrap: +% Chance

** Flail, Morning-star

Fist-loads:
A fist-load is basicly an weapon used in conjuction with a hand to hand attack such as brass knuckles and punching.

Brass Knuckle Style:
Offensive Weapons: Brass Knuckle, Spiked Brass Knuckle
Attacks:
- Gut Punch: +% Chance, Damage Modifier Min/Max
- Philtrum Strike: +% Chance, Damage Modifier Min/Max
- Temple Strike: +% Chance, Damage Modifier Min/Max
- Kidney Strike: +% Chance, Damage Modifier Min/Max
- Skull Bash: +% Chance, Damage Modifier Min/Max
Auto maneuvers:
- Side Step: +% Chance
- Dodge: +% Chance
- Grapple: +% Chance

Ranged:
**Thrown:
**Archery:

*Samurai or ninja only styles
*Kenjutsu:
**Offensive Weapons: Katana, Kodachi, Wakizashi?
*Nito Ichi Ryu - Two Swords-as-One Style
*Iaijutsu
*Kobojutsu
** Offensive Weapons: Kusari, Ninjato, Shuriken
*Kyudo - art of Bowmanship
*Jojutsu ? Light Staff
*Jittejutsu
**Offensive/Defensive Weapons: Jitte, Sai






DeathCow

ok that took awhile. :< some of them are too dark, but i'll fix that when there is text and i can figure out which ones need changing.

The Crazy Animal

Are you sure that we shouldn't just move this up to the wiki so the edits don't need to copy and pasted back and forth from posts?

DeathCow

I could just directly edit your post.

The Crazy Animal

That would probably lead to conflicts if your editing and I'm editing at the same time.