Difference between revisions of "Battle system"
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=== Buffs & debuffs === | === Buffs & debuffs === | ||
Buffs and debuffs works similar to what is expected in other JRPG, the most common buffs/debuffs, speed, attack and defense lasts for six turns and stacks up to three times, while the uncommon ones, like sno-cone and the release energy buff, does not stack and last till the end of the battle. In order to keep track of all that, the game makes use of several states, | Buffs and debuffs works similar to what is expected in other JRPG, the most common buffs/debuffs, speed, attack and defense lasts for six turns and stacks up to three times, while the uncommon ones, like sno-cone and the release energy buff, does not stack and last till the end of the battle. In order to keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using "Gator aid" will give everyone a "defense up 1", buffing again will remove "defense up 1" and apply "defense up 2", and so on, if a buff is already at max tier it will instead just reapply itself. | ||
Below is a list of all major buffs and debuffs. | |||
==== Buffs ==== | ==== Buffs ==== | ||
''There are more buffs used by bosses, these are a lot and may be added later on.'' | ''There are more buffs used by bosses, these are a lot and may be added later on.'' |
Revision as of 23:11, 18 May 2021
The battle system in OMORI is similar to the combat of the traditional turn-based JRPGs which the game takes inspiration from, with the use of plugins to create additional mechanics to control the flow of the battle, like emotions and follow-ups.
Stats
Most stats remains unchanged compared to the expected behaviour, save from some renames and small differences, as seen below:
- Heart: It's the normal "HP" or "health points" value we see in other JRPGs, it's the amount of health the character have, the character becomes "toast" (the game equivalent of an "unconscious" state) if it reaches 0, except Omori, who if ever reaches 0 heart it will bring up the "game over" screen.
- Juice: It's the normal "MP" or "mana points" value we see in other JRPGs, it's the amount of mana the character have, most skills costs juice to use, the character is unable to use skills that uses more mana than it have. Only the party members use juice for their skills, enemies uses their juice solely as shields when sad, more on that later.
- Attack: Attack works as predicted, it decides the amount of damage most attacks does, with very few exceptions, like Kel's "run'n gun" or Aubrey's "last resort".
- Defense: Defense works as predicted, decreasing damage taken by attacks and skills, note that there are skills that bypass defense.
- Speed: Speed substitute the usual "agility" value we have in other games, however in OMORI it only affects three things: who will act first, some skills formulas and the chances of running away from battle.
- Luck: Luck controls the critical hit rate, each point in luck is 1% critical rate, however, luck does not increase when levelling up.
- Hit rate: Hit rate dictates how often a attack hits or miss, with the exception of Sunny with 75% hit rate, the default hit rate for the party characters' 0%, enemies mostly have 95% hit rate.
- Critical hit: The chance to "hit right in the heart" as the game puts, as stated before, it's a % chance based on flat luck, each point in luck increase critical hit rate by 1%. Hitting right in the heart increase the base damage dealt by the attack by a value between 50% and 100%, if the base damage's lower than 0, hitting right in the heart will always deal two damage instead.
Equipment
Weapons
Weapons are the characters is main form of attacking, granting the hit rate needed so the characters can hit something, the player is only able to change the weapon of the dream world cast, excluding Omori. Each characters use different types of weapons, as seen below:
- Omori uses knives to attack, while Sunny uses the Steak Knife, his own hands or the Violin.
- Aubrey, while in Headspace, uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the real world, she wields her Nail Bat.
- Kel, while in Headspace, uses various types of balls as weapons. In the real world, he uses his Basketball.
- Hero, while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his fist.
Charms
Charms are equippable itens shared between all characters, each character can carry one charm, which will grant a variety of different effects, like increasing stats, granting emotions or immunity to it, changing battle rewards, etc.
Battle actions
During battle, there is a set of actions the player can take at the beggining of the turn, these are:
Attack
The default attack option shared with all party members, doing an attack allow the use of follow-ups when pressing the movement keys in direction of a living party member. Attack always have the same formula of doing double the character's attack minus the target's defense.
Skills
Each character have access to a variety of skills that they can use, however only four skills can be used at the same time, including the ability to guard attacks. A complete list of each characters' skills can be seen on their character page.
Omori
WIP
Sunny
WIP
Aubrey
WIP
Kel
WIP
Hero
WIP
Snacks
Snacks can restore the Heart or Juice of one or all party members. Certain snacks can also revive party members who are Toast, or applying some buffs.
Toys
Toys are one-use items, typically causing a debuff or emotion. They can be used on enemies, and sometimes on party members.
Run away
As the name suggests, this action is for running away from combat. the chance to escape is based on this formula: [0.65 * $gameParty.agility() / $gameTroop.agility()], in other words, the speed value of all the party members combined, multiplied by 0.65, divided by the speed of the enemy troop. Whenever a failed attempt's made, an additional 10% chance is added.
Battle mechanics
Energy
Energy is a resource gained whenever one of the party members are hit by any attack, the party starts with 4 energy with an maximum of 10 energy, and consume 3 energy to use follow-ups and 10 energy for using the ultimate "release energy" follow-up.
Follow-ups
As stated before, follow-ups can be used after an attack's made and each party member have a different set of follow-ups, it changes as the player advances throughout the game, ranging from level one to three:
Omori
Balloon | Description | Level one | Level two | Level three |
---|---|---|---|---|
File:Balloon attack twice.png | Omori walks forward reading his blade to strike the enemy again. | [2 * a.atk - b.def]. | [(2 * a.atk + a.luck) - b.def]. | [(2 * a.atk + a.luck) - b.def], twice. |
File:Balloon trip.png | Omori walks forward and trips the target. | [a.atk + a.luck - b.def], decrease speed by one tier. | [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad. | [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad. |
File:Balloon release energy.png | Omori and his friends launch their ultimate attack, needs the entire party alive. | [300], unable to hit right in the heart, also increase everyone's stats by 25%. | [600], unable to hit right in the heart, also increase everyone's stats by 25%. | [1000], unable to hit right in the heart, also increase everyone's stats by 25%. |
Aubrey
Balloon | Description | Level one | Level two | Level three |
---|---|---|---|---|
File:Balloon look Omori.png | Aubrey look at Omori to grab his attention... | [(2 * a.atk + a.luck) - b.def]. | [(3 * a.atk + a.luck) - b.def]. | [3 * a.atk + a.luck]. |
File:Balloon look Kel.png | Aubrey look at Kel, who eggs her back. | Turn Aubrey angry. | Turn Aubrey and Kel angry and increase Aubrey's attack by one tier. | Turn Aubrey and Kel furious, and increase Aubrey's attack by one tier. |
File:Balloon look Hero.png | Aubrey looks at hero, who tells her to focus and cheer up! | Turn Aubrey happy and increase her defense by one tier. | Heals 25% , turn Aubrey happy and increase her defense by one tier. | Heals 75% and 50 , turn Aubrey ecstatic and increase her defense by three tiers. |
Kel
Balloon | Description | Level one | Level two | Level three |
---|---|---|---|---|
File:Balloon pass Omori.png | Kel passes his ball for Omori to catch... | [1] damage to Omori... also turns him sad. | [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy. | [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic. |
File:Balloon pass Aubrey.png | Kel passes his ball to Aubrey and she knock it out of the park! | [Aubrey.atk + kel.atk - b.def]. | [(2 * Aubrey.atk) + kel.atk - b.def]. | [(2 * Aubrey.atk) + (2 * kel.atk) - b.def]. |
File:Balloon pass Hero.png | Kel passes his ball to Hero to dunk on the foes! | [Aubrey.atk + kel.atk) - b.def], to all enemies. | [Aubrey.atk + (1.5 * kel.atk) - b.def], to all enemies. | [(1.5 * Aubrey.atk) + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier. |
Hero
Balloon | Description | Level one | Level two | Level three |
---|---|---|---|---|
File:Balloon call Omori.png | Hero signal Omori to do an attack! | Heals Omori by 15% and force him to do a normal attack. | Heals Omori by 25% and 10% and force him to do a normal attack. | Heals Omori by 40% and 20% and force him to do a normal attack. |
File:Balloon call Aubrey.png | Hero encourages Aubrey to do an attack! | Heals Aubrey by 15% and force her to do a normal attack. | Heals Aubrey by 25% and 10% and force her to do a normal attack. | Heals Aubrey by 40% and 20% and force her to do a normal attack. |
File:Balloon call Kel.png | Hero psyches up Kel! | Heals Kel by 15% and force him to do a normal attack. | Heals Kel by 25% and 10% and force him to do a normal attack. | Heals Kel by 40% and 20% and force him to do a normal attack. |
Buffs & debuffs
Buffs and debuffs works similar to what is expected in other JRPG, the most common buffs/debuffs, speed, attack and defense lasts for six turns and stacks up to three times, while the uncommon ones, like sno-cone and the release energy buff, does not stack and last till the end of the battle. In order to keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using "Gator aid" will give everyone a "defense up 1", buffing again will remove "defense up 1" and apply "defense up 2", and so on, if a buff is already at max tier it will instead just reapply itself.
Below is a list of all major buffs and debuffs.
Buffs
There are more buffs used by bosses, these are a lot and may be added later on.
Name | Tier one | Tier two | Tier three |
---|---|---|---|
Attack up | Increase attack by 10%. | Increase attack by 25%. | Increase attack by 50%. |
Defense up | Increase defense by 15%. | Increase defense by 30%. | Increase defense by 50%. |
Speed up | Increase Speed by 50%. | Increase Speed by 100%. | Increase Speed by 400%. |
Sno-cone | Increase speed, attack, luck and defense by 20%. | ||
Release energy | Increase speed, attack, luck and defense by 25%. |
Debuffs
Name | Tier one | Tier two | Tier three |
---|---|---|---|
Attack down | Decrease attack by 10%. | Decrease attack by 20%. | Decrease attack by 30%. |
Defense down | Decrease defense by 25%. | Decrease defense by 50%. | Decrease defense by 75%. |
Speed down | Decrease speed by 20%. | Decrease speed by 50%. | Decrease speed by 75%. |
Emotions
Emotions is a type of state that gives the character some buffs and debuffs, they also give an "element" to their attack that makes it stronger or weaker to other emotions states, with three tiers for each emotion. It follows the following rules:
- Party characters can only have up to tier 2 emotion.
- Normal enemies and most bosses can only have tier 1 emotion.
- Only Omori and some bosses can have tier 3 emotions.
While under the effect of an emotion, the character does more damage to one emotion and take more damage from another, following the pattern that can be seen in Hero's Emotion chart at the side, being angry stronger than sad, which is stronger than happy which is stronger than angry.
* Emotion Resistance: Takes 180% / 165% / 150% more damage from the advantaged emotion. * Emotion Weakness: Deals 150% / 200% / 250% extra damage to the disadvantaged emotion.
Emotion tiers
Happy | Ecstatic | Manic | |||
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Angry | Enraged | Furious | |||
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Sad | Depressed | Miserable | |||
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Special emotions
WIP