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- mixstermon!
- Initial idea for `stats':
- Physical Attack
- Physical Defence
- Ranged Attack
- Ranged Defence
- Mental Attack
- Mental Defence
- Speed
- Agility
- Endurance
- Fatigue
- Level
- Experience
- Physical attack/defence dictates the (or lack of) effectiveness of contact attacks, for example a full body tackle.
- Ranged attack/defence dictates the (or lack of) effectiveness of ranged attacks, for example a fireball attack.
- Mental attack/defence dictates the (or lack of) effectiveness of mental attacks, for example a `leer' attack which lowers the opponents attack (or is it defence).
- Speed dictates how quickly an attack can happen and how quickly it can attack again afterwards.
- Agility dictates how well an attack can be avoided or how likely it is to be a partial hit (ie less raw damage dealt rather than completely removed).
- Endurance dictates how quickly (or slowly) it becomes fatigued, ie unable to attack.
- Fatigue dictates how able a mixstermon is to fight - once it reaches zero, it is no longer able to battle. Fatigue is lowered when using an attack (by a small amount) or when a physical/ranged attack connects (by a larger amount).
- Level dictates roughly how strong a mixstermon is as level reflects the total amount of stats to a rough point.
- Experience dictates how developed a mixstermon is and upon reaching a certain amount it increases the overall level of the mixstermon.
- Level and experience will always go up. The other stats (apart from fatigue) will normally go up. Fatigue will normally go down in a battle and normally go up outside of battle.
- There are two exceptions to the majority of stats going up, these are training (permanent effect) and mental attacks (temporary effect).
- Training leads to a rise of one skill at the drop of another. Various methods of training become available, leading to different raising of skills and dropping of others. For example, early on one may only be able to increase physical/ranged attack at the expense of physical/ranged defence or vice versa. However, later on they may be able to train mental strength and defence at the expense of physical attack and defence and much more.
- Under normal conditions, this is a simple trade off of x in one stat for x in another. However, after levelling up, the player can increase a stat without lowering another. The amount of `free training points' they get increases as levels increase.
- Stats also have base levels, at which point they can't decrease (and so any training that lowers it is no longer available). To allow training from the beginning, low level mixstermon will start with an amount of `free training points' that have been used to increase stats.
- The base levels of stats can also increase over time as they are used more, for example by using a lot of physical attacks, the base level may increase. This will follow it's own mini-levelling system, except with a steeper curve compared to normal levelling.
- The exp gained for stats relates to the attack being used (thus endurance, which is used in practically all attacks due to its link to fatigue, levels the most naturally) and will be based primarily on how effective it is.
- For example, more attack exp will be earned if the attack does more raw damage (ie before taking into account the defence stat). Where as defence earns more exp if it removes more damage from an attack.
- Moves will not always be dependent on only a single stat. For example, a `quick attack' move may do more damage if speed is higher. Likewise, a defensive move may benefit from higher mental defence.
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