Battle system

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Revision as of 19:03, 17 May 2021 by Huultah (talk | contribs) (→‎Buffs & debuffs: a little fixing)
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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:

  • HP.png 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, whom if ever reaches 0 heart it will bring up the "game over" screen.
  • MP.png 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 player characters uses juice for its skills, enemies uses their juice solelly 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 won't increase by levelling.
  • 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 50%, if the base damage's lower than 0, hitting right in the heart will always deal two damage instead.

Equipment

Weapons

Weapons are the character is main form of attacking, granting the hit rate needed so the characters can hit anything, the player is only able to change the weapon of the dreamworld 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(). 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 are 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% HP.png, turn Aubrey happy and increase her defense by one tier. Heals 75% HP.png and 50 MP.png, 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 for Aubrey to 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 for 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% HP.png and force him to do a normal attack. Heals Omori by 25% HP.png and 10% MP.png and force him to do a normal attack. Heals Omori by 40% HP.png and 20% MP.png and force him to do a normal attack.
File:Balloon call Aubrey.png Hero encourages Aubrey to do an attack! Heals Aubrey by 15% HP.png and force her to do a normal attack. Heals Aubrey by 25% HP.png and 10% MP.png and force her to do a normal attack. Heals Aubrey by 40% HP.png and 20% MP.png and force her to do a normal attack.
File:Balloon call Kel.png Hero psyches up Kel! Heals Kel by 15% HP.png and force him to do a normal attack. Heals Kel by 25% HP.png and 10% MP.png and force him to do a normal attack. Heals Kel by 40% HP.png and 20% MP.png 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,

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

(WIP)

Happy // Ecstatic // Manic

Hit Rate -10% // -20% // -30% 
Luck *200% // *300% // *400% 
Agility *125% // *150% // *200% 
Sad // Depressed // Miserable 
Defense *125% // *135% // *150% 
Agility *80% // *65% // *50% 
Juice DMG 30% // 50% // 100% 
Angry // Enraged // Furious 
Attack *130% // *150% // *200% 
Defense *50% // *30% // *15% 
Emotion Resistance 
*80% // *65% // *50% 
Emotion Weakness 
*150% // *200% // *250%

Plot armor