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Edit: Our new HTML5 client (Orchil) is now open for beta testing in The Eternal City and Grendel's Revenge. Feel free to try give it a whirl at http://test.skotos.net/orchil/

Edit: We have made great strides toward a new HTML5 client, which should offer a replacement to Zealotry. We're hoping to release that in the very near future, but in the meantime, using Pale Moon remains the best method for ensuring there is zero interruption to your game playing during the transition.

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The Big Picture

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  • New Game Feature: MCombat 4

    DISCLAIMER

    What follows is a very long post detailing every aspect of MCombat 4, how to use it, and how the mechanics and formulae determine outcomes.

    If you're like me it's probably a lot more than you need/want to read, and really it's not necessary to know everything in this thread unless you're a number cruncher. If you just want to get started, I suggest reading the FEATURES SHORTLIST below to get an idea of what is possible in MCombat 4, and then skip to the QUICK START GUIDE at the end. Other than that, various features are broken up into their own categories and can be read up on as you like.


    INTRODUCTION

    MCombat 4 is the latest combat system addition for Castle Marrach. It is a fast paced turn based combat system allowing characters to perform multiple attacks per turn in a string/combo called an 'attack sequence', with the number of attacks per sequence depending on dueling skill levels and attacks used. Designed particularly for team combat, MCombat 4 removes the "tempo/timing" based system of Duel 2.0, replacing it with a strategic turn based system. For the first time MCombat can now be used in player-against-player combat as well as its traditional role of player-against-CNPC (computer controlled characters). MCombat 4 additionally includes ranged combat support; finally sorcerers (and archers) may use the same standard combat system as swordsmen and other melee fighters.

    Why this?

    While planning out the general direction we want the game's story to take, it became apparent that the currently existing system for player-against-CNPC combat was not going to be sufficient to support some of the scenes and mechanics we wish to introduce to the game. In particular, the ability to have CNPCs fight other CNPCs (eg. shadows against undead) or to have CNPCs fight alongside players, or players to fight other players alongside allied CNPCs was impossible with the older system, and this is something that will be required with where the game's story is headed down the road. With a rewrite of the entire MCombat core code necessary to implement these changes, I also decided to redo the combat system design, addressing the slow pace and lack of strategy involved in earlier versions of MCombat.

    MCombat 4 does not replace Duel 2.0 as the preferred one-on-one player-against-player combat system for Castle Marrach, though it can be used to that end if agreed upon by both players. Instead, MCombat 4's main intended role is to act as the combat system of choice during multiple-opponent duels (something extremely difficult to do with a timing-based system due to spam and targeting difficulties) or combat involving CNPCs or ranged abilities.

    MCombat 4 utilizes the existing martial skills your character has already learned to determine most attack rolls and skill related dice rolls, but also adds 9 new weapon proficiency skills, each with 10 different special abilities tied to that specific weapon skill, from hard hitting powerattacks, to stances and styles that change how your character fights, to passive 'always-on' abilities and an array of infighting techniques that can daze or knock down an opponent or inflict any of a series of 9 combat debuffs. Levels in these new skills are granted retroactively for characters with pre-existing martial ability, dependant on your standard dueling skill levels. Otherwise skill levels in the new skills can be taught and learned normally through use of @study and @teach.

    FEATURES SHORTLIST

    MCombat 4 implements the following features:

    - A turn based combat system allowing players to use a number of attacks per turn in an attack combo, the amount based on their character's speed.
    - Intended primarily for multi-opponent and team combat, removing timing/tempo as a factor and instead requiring strategy.
    - Players can attack one another for the first time in MCombat, and monsters/CNPCs of opposing factions will attack one another if they encounter each other as well (ie: undead vs spiders).
    - Uses existing dueling skills your character has already learned, and implements 8 new dueling weapon proficiency skills granted to you for free based on your current dueling skills, and otherwise attainable through normal teaching methods (@study/@teach).
    - Support included for combat proximity; ranged characters such as archers and sorcerers can engage from a distance and must be approached before being attacked.
    - Different weapons fight differently in MCombat, requiring tactful selection of abilities when fighting opponents with varying weapon types, and MCombat CNPCs now have monster classes that make them fight differently as well.
    - MCombat effects library allows you to inflict effects on your opponent; bash your opponent in the face with a shield to daze them and lower their defense rolls, or knee them in the gut, knocking the wind out of them and disabling their fatigue recovery. Or, if you're a sorcerer, use less physical means to cripple your opponent, or several opponents at once.
    - Uses a series of almost 100 different MCombat abilities based on skills and equipped weapon, ranging from regular attacks to power attacks to defensive techniques to counterattacks to attack-interrupts and more.
    - CNPCs now use a threat system, MCombat monsters will attack the characters who inflict the most harm on them, or attack them with special attention-drawing abilities.
    - MCombat with non CNPCs is now "opted into"; bystanders or witnesses observing a fight during a plot scene are not automatically pulled into combat unless the Plotter-controlled NPC attacks those characters.

    CONTENTS

    1) Before You Begin: @Upskill
    2) Starting Combat
    3) The Attack Sequence
    4) Attacks Rolls and Fatigue
    5) Triggered Abilities
    6) Movement and Combat Proximity
    7) Effects
    8) Weapon Skills
    9) Ranged Combat
    10) CNPCs
    11) Survival Areas
    12) Command Index
    13) TLDNR Quick Guide
    14) Closing, Etc
    StoryHost Kurzon
    Castle Marrach Staff

    kurzon.marrach@outlook.com

    The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

  • #2
    I. BEFORE YOU BEGIN: @UPSKILL

    @upskill '<skillname> <amount>

    The first step to preparing for MCombat 4 is the use of the @upskill command. If your character was created before today, the release date of MCombat 4, @upskill will allow you to grant your character new martial weapon skills based on your pre-existing martial skills, allowing your character to continue fighting as proficiently in MCombat 4 as they would in Duel 2.0. If you are a newer character, you will have to learn these skills the old fashioned way via @study.

    Using @upskill will grant your character a number of upskill points equaling the sum of your highest 3 martial skills, eg: if your three highest dueling skills are Artisan Guard, Artisan Cut and Senior Artisan Thrust you would receive a total of 19 upskill points (6 + 6 + 7). Those points can then be distributed as you please into the new martial weapon proficiency skills. These skills represent your character's familiarity with their associated weapon type, and grant new attacks, styles and passive abilities only available when wielding the associated weapon. These include:

    sidearm; all small weapons such as daggers, stilettos and other small arms
    swordonehand; all one handed swords, including shortswords, rapiers, arming swords, sabers, schiavonae, etc
    swordtwohand; all two handed and hand-and-half swords, primarily longswords
    shield; all shields
    bludgeononehand; all one handed swinging and smashing weapons, including war axes and maces
    bludgeontwohand; all two handed swinging and smashing weapons, including battle axes and battle hammers / mauls
    polarm; all pole weapons including spears, halberds, tridents and other shafted weapons
    dualwield; simultaneous wielding of any two singlehanded weapons
    sweepers; whips and flails, primarily (no support for these right now)

    Every upskill point placed into a weapon skill will increase that skill by one level, ranging from 1 (Novice) to 10 (Grand Master). Note that you cannot place more points into a weapon skill than your highest martial skill level. This means if you have 19 upskill points but your highest martial skill is Senior Artisan (7), you cannot raise any weapon skill above 7.

    For a list of weapon skills and what abilities are granted by different weapon skill levels, see section 8: Weapon Skills.

    RESTRICTIONS

    By default, the only 3 weapon skills that a character may distribute their upskill points into are the three common weapons in Castle Marrach; one handed swords, two handed swords and sidearms/daggers. The intent of @upskill is to simulate skills that your character would/should already possess according to how they have roleplayed already, not to grant them new abilities in weapons they've never been known to use in the CM story.

    For additional skills such as bludgeons, polearms, shields and dual wielding players may @assist and manually request that Staff unlock those categories for your character to place upskill points into. There is no cost to this, but in order to qualify the two following criteria must be met:

    1. The character you wish these abilities to be unlocked for must own the associated weapon(s) in-game.
    2. You must be able to provide a log and/or history of your character using the weapon you wish to have unlocked.

    Note that having these skills unlocked does not grant you levels in them, it merely allows you to place your upskill points into them. You must not have already spent all your upskill points on other abilities before your requested ability is unlocked, or you'll have no points to put into it anyway. Also note that all of the new weapon skills can still be learned regularly through @teach without needing to unlock them via @upskills, the @upskills is only to set pre-existing martial skills that your character would/should already possess.

    Also, certain criteria may cause some weapon skills to automatically be unlocked on your character already, for example being on the roster of a martial guild which uses a particular weapon will unlock that weapon as an @upskills option, and being a Knight unlocks all weapon skills for @upskill. It does not, however, grant addition upskill points to put into those skills, so putting into these will mean putting less points into other weapon skills.

    II. STARTING COMBAT

    Combat commences in one of two manners in MCombat 4, and the manner in which it starts will determine certain rules and options open to you.

    1. voluntary combat is initialized by two or more players using the @mcombat command, in a manner similar to how Duel 2.0 fights commence. In voluntary combat you can use the @team command to let MCombat know who your friends are. You may also specify to mcombat whether you wish a character to exit combat upon being struck the first time whether injured or not (primarily sparring), upon being wounded the first time (first blood duels), or upon death.

    2. involuntary combat occurs when a hostile CNPC spots your character in the game world and forcefully pulls you into combat, in the same manner as previous versions of MCombat. When in involuntary combat you may not leave the room unless it is your turn, and you are granted a choice of what team you are on - MCombat will assign this for you, by default placing players on one side and CNPCs on the other unless a player or CNPC is affected by circumstances that would cause their alignment to be re-evaluated (ie: running into Shadow CNPCs while shadow marked). Involuntary MCombat is always until death, and a character cannot exit a room when in involuntary combat unless it is that character's turn.

    @TEAM (voluntary combat only)

    @team '<teamname>

    The @team command is used in voluntary combat to specify the name of the team you wish to fight for, as teams are no longer simply separated into "players" and "CNPCs" as was the case in earlier versions of MCombat. Specifying a team lets MCombat know the combat script should end once only one team has members remaining, and it also helps in targeting with certain attacks to help you from accidentally striking your friends with a hostile ability.

    To use a team, simply type @team followed by the name of the desired team in an evoke (quotation). Anyone else who uses @team with the same team name as you will be considered to be on the same team.

    @MCOMBAT (voluntary combat only)

    @mcombat '<instruction>

    To manually start MCombat without a CNPC present, use the @mcombat command. The @mcombat command has several functions related to starting combat:

    @mcombat 'ready
    This notifies MCombat that you're ready to begin a voluntary MCombat engagement. While this is set, your character will automatically join the next MCombat fight that takes place in this room.

    @mcombat 'unready
    Revokes the above notification so that MCombat will no longer pull you into the next fight to commence in the room.

    @mcombat 'practice
    Starts an mcombat engagement with everyone in the room has @mcombat 'ready active. This specifies a practice match, this does not mean that a character will not be wounded if struck by a live weapon! Rather, it tells MCombat that a character should be ejected from combat the first time they're hit, no matter what, as would be the case in a spar.

    @mcombat 'duel
    Starts an mcombat engagement with everyone in the room has @mcombat 'ready active. This particular setting tells MCombat that we wish to eject a fighter from MCombat the first time they are wounded. This varies from practice mode in that practice removes someone from combat as soon as they are hit, whereas duel requires that the target actually takes a wound before removing them from combat, which means they will not be removed from combat if hit with a practice weapon or if they have armour which absorbed the blow.

    @mcombat 'fight
    Starts an mcombat engagement with everyone in the room has @mcombat 'ready active. This suggests to mcombat that a real fight is being had, a character will not be removed from combat until slain or until they exit combat by leaving the room or using @mcombat 'withdraw. This is the form of fight that automatically takes place if pulled into Involuntary Combat by an MCombat CNPC, save that under those circumstances you won't be able to withdraw.

    @mcombat 'join
    Unlike Duel 2.0, with MCombat 4 you may join a battle already in progress using this command. Using this command automatically adds you to a battle in progress in your current room, under whatever battle type the room is engaged in. Note that when you join a battle in progress you do not get a turn passed to you until the following turn sequence, at which point MCombat will recalculate the room's turn order based on your addition as a combatant.

    @mcombat 'withdraw
    This surrenders your current MCombat engagement, manually removing you from the current MCombat fight. This function will not work if engaged in an MCombat fight with any CNPCs, however you can still disengage from the fight by leaving the room.


    StoryHost Kurzon
    Castle Marrach Staff

    kurzon.marrach@outlook.com

    The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

    Comment


    • #3
      III. The Attack Sequence

      @attack <target> '<ability1> <ability2> <ability3>

      Gone are the days of throwing a single cut or thrust then passing your turn to the next character. MCombat 4 introduces the Attack Sequence, allowing a character to utilize several attacks in quick succession as a combination. The number of attacks available to you in a single Attack Sequence is determined by your character's Action Points, which are granted at the start of every turn based on your Recover dueling skill. Different attacks and abilities take a different number of Action Points, for example the basic Cut attack takes 3 Action Points, where the basic Thrust attack takes 2 Action Points.

      This is not done merely for show. While it does allow combat to go at a quicker pace and present characters with the opportunity to make a 'bigger impact' during their turn after having waited for it through several other characters, there is a strategy involved to the attack patterns we use.

      Take for example, the feint attack. As with Duel 2.0, feint gets stronger the more non-feint attacks we use in between a feint, increasing by +25% in strength up to a +100% boost, this means ideally every 5th attack would be a feint. Assuming we have 14 Action Points available this turn, our attack sequence might look like this:

      @attack <target> 'cut thrust thrust cut feint

      In the above example we maximize our damage output for that turn, with the Cuts and Feint taking 3 Action Points each and the Thrusts each taking 2, with the Feint landing as our 5th attack for +100% damage. Pretty simple, right?

      But now lets factor in other things. Every attack sequence we get a Signature Attack - a hard hitting attack that does more damage which we can only use once per Attack Sequence. In this case we're using a one handed sword, so our Signature Attack is Lunge, which takes 2 Action Points but does double the damage of a normal Thrust. However, Lunge has a weakness in that it can be spotted and avoided by the target if they use the @avoid command. We don't want to waste this powerful attack, but we have an ability Hilt Strike which inflicts the debuff Staggered on a target, temporarily disabling their @avoid ability. Finally lets say we've learned Beat Strike, a special attack that swats aside the enemy's weapon before stabbing at them, and cannot be parried, and we want to add that to our combination. Our Attack Sequence might start to evolve:

      @attack <target> 'beat_strike thrust hilt_strike lunge feint

      In this example, we've replaced our 3AP Cut with a 3AP Beat Strike, followed with our normal Thrust, then struck our opponent with Hilt Strike to ensure they could not avoid our follow-up Lunge, and closed the combo with that +100% damage Feint.

      Great, we have a pretty mean combo. But still, that seems fairly simple. What stops us from just repeating our ideal combo every turn now that we've figured one out? Well, for starters, all special moves (such as Beat Strike and Hilt Strike) are resctricted in their use in some manner, either they have a cooldown and thus cannot be used every turn, or they cost Focus Points, which are a resource spent in combat to perform special abilities, and so versatility and adaptation are required. It also doesn't factor in what our opponent is doing or can do in the coming turns, ie: if we know the opponent has a powerful attack coming off cooldown next turn we may wish to save our Focus Points so that we can @dodge that attack instead of using up our Focus Points on a Beat Strike attack.

      With nearly 100 different combat abilities spread through 9 weapon classes there's a good deal of variables to factor in and different ways to combine your moves into an Attack Sequence based on the weapons you and your opponent are using, their advantages and weaknesses, and a number of other factors.

      StoryHost Kurzon
      Castle Marrach Staff

      kurzon.marrach@outlook.com

      The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

      Comment


      • #4
        IV. Attack Rolls and Fatigue

        So, you've thrown together an attack sequence and attacked your target, what happens next?

        In older MCombat systems we simply did a dice roll; the attacker's offensive skill vs your defensive skill each modified by a random dice roll, if the offense total is higher than the defense total, you get hit, if not, you don't. There wasn't really room for any in between, which could make things a little 'jumpy', you could be fine one fight and then crap out your dice rolls the next and take several wounds. To be fair that added a certain degree of realism and danger to combat, but probably isn't the best system for a video game, particularly now that we've implemented player-vs-player scenarios into MCombat. So we've combined the attack roll system with a fatigue system akin to what is current used in Duel 2.0.

        Attack Rolls

        So you get attacked. MCombat will first generate a hitroll by the attacker. This is generated by taking the attacker's offensive dueling skill (so cut, thrust or feint depending on the attack we're using) and adding it to what's known as a d20 roll in tabletop RPGs, in other words a random number from 1 to 20. In our case, we use a modifier of +4 per skill level, or in simpler terms: you use hack, a cut based attack, you have a cut skill level of 4, your modifier would be +16 (4x4) added to your 1 to 20 roll for a final number of 17 to 36. This final number is then run through a series of possible effects related modifiers (ie: if you're suffering the dazed debuff from getting smacked in the head with a shield, you suffer a penalty to your actual final attack roll).

        Defense Rolls

        The exact same process now occurs for the defense roll of the character being attacked, except we do it multiple times depending on the defensive methods available to the target. If they have the evasion stance active, they get an attempt to evade the attack, if they have a shield equipped, they get a chance to block the attack, if they have a weapon capable of parrying equipped, they get a chance to parry the attack, and so on. MCombat will run through all of these rolls from one to the next, until any of these rolls result in a number higher than the attacker's roll, in which case the attack is parried/blocked/whatever.

        This means, yes, that even in the case of two evenly skilled characters, more often than not the attack roll will fail, because the attacker only gets one dice to throw, whereas the defender has many depending on his equipment and skills and can select the highest of his dice. This is offset by the fact that the attacker now gets multiple attacks per sequence. On average characters will be able to attack between 3 and 5 times per attack sequence, so even if only one or two of those attacks go through, you've harmed the target. Also, certain offensive abilities can negate certain defense rolls, for example there exist certain attacks that cannot be parried or cannot be blocked, in which case that die does not even get thrown for the defender.

        Fatigue

        We've thrown a successful attack, our final attack roll was higher than any of the defense rolls of our target, we will now inflict fatigue damage similar to Duel 2.0, which acts as our "health pool" so to speak. We don't actually suffer coded wounds when we lose fatigue, but this acts as the equivalent of HP or health points in other games.

        Unlike Duel 2.0, our characters do not have an automatic default of 100 pts of fatigue. Fatigue can vary vastly, and is a compilation of all our defensive skills combined. This means that all defensive dueling skills, guard, recover, rest, etc, contribute to our maximum fatigue points. As was the case in Duel 2.0, the passive skill/stat "fatigue" acts as a multiplier to this, so if your fatigue stat when using @stats is 1.2 you receive a 20% boost to maximum fatigue after all the above calculations are made.

        When an attack roll is successful against you, if you have fatigue points remaining, you will "dodge" the incoming attack at the expense of fatigue points. The amount of fatigue damage done depends on the weapon being used by the attacker, and sometimes the ability as well. Having a high dodge skill reduces the amount of fatigue lost when forced to dodge an attack by a successful hit roll, meaning the dodge dueling skill now acts as a passive damage reduction stat - a character with a very high dodge can suffer numerous lost defense rolls but still only take minimal fatigue damage due to their skill at bodily avoiding an attack instead of relying on their weapon to intercept it.

        If an attack reduces your remaining fatigue points below 1, you take a hit and suffer a coded wound. Fatigue points are passively restored over time, every new turn sequence you recover a portion of your fatigue points based on your rest skill, there is no activated 'rest' command, it's all done automatically now. If you are wearing armor, the game will run the usual armor checks also used in Duel 2.0 to see if the armor withstands the attack, however armor weight adds a penalty to both your ability to dodge attacks (thus increasing fatigue damage you take while wearing armor) and also affects the rate at which you recover fatigue points every turn.

        Critical Strikes

        A critical strike is an event in which a successful attack roll (meaning this attack was not blocked, parried, etc) does not reduce the target's fatigue below 1 point, but injures them anyway. This is based on a separate dice roll that occurs on a successful attack, and rolls the attacker's offensive skill being used versus the defender's defensive skill. There are two scenarios in which this occurs:

        1. A critical ability is used. Certain attacks, ranged attacks in particular, are difficult to dodge, and the critical roll represents that. A roll of the attacker's offensive skill vs the defender's defensive skill each modified by our d20 roll will determine if a crit occurs and overrides the dodge attempt, striking them regardless of their remaining fatigue.
        2. A significant skill difference exists between attacker and defender. An ability that is not a critical ability may still critically strike if the offensive skill used by the attacker is considerably higher than the defensive skill used by the defender. This critical chance begins at a 20% liklihood if the attacker is at least 2 levels higher than the defender, and increases by 20% with every level thereafter.

        V. TRIGGERED ABILITIES

        @avoid
        @interrupt
        counter


        Triggered abilities are abilities triggered by certain events during an MCombat 4 battle. These abilities may be used even if it is not your character's MCombat turn, and in fact must be. The time window to use a triggered ability is only a couple seconds, to that end you do not need to specify the triggered ability you wish to use nor the target upon which you want to use it on, MCombat can figure this out automatically. All that is required of you is to enter one of the above @commands - still, you may opt to create macro shortcuts for them at your leisure. The @avoid command is the only triggered ability that can be used without learning a special skill and having its associated weapon equipped.

        @avoid; When being attacked by a slow power attack your character will be given a prompt to dodge that attack entirely using @avoid. Doing so will fully cancel the hitroll against you, guaranteeing the attack does no damage, but comes at the cost of Focus Points. It typically costs less Focus Points to avoid a power attack than it does to use one, however, so it's almost always advantageous to use this ability when the prompt appears unless you're really banking on using those Focus Points for something else. Not that failing to @avoid a power attack does not guarantee that attack will hit you, a normal hit roll will still occur and your character may block/parry/dodge the attack normally using the dice roll.

        @interrupt; When being attacked by a fast power attack or a casted/channeled ability your character may be given a prompt to quickly strike at your attacker, interrupting and cancelling out their ability. Doing so requires you have an interrupt ability learned and are wielding the weapon required to use that interrupt ability, and also that you have the Focus Points necessary to use that interrupt. You must also be within combat range of your attacker, you cannot interrupt a ranged ability being used on you unless you are in the same combat proximity as your attacker.

        @counter; When your character performs a flawless avoidance of an enemy attack, an counter prompt may appear. A flawless avoidance is any attack aimed at your character which your character avoids (blocks, parries or evades) without taking any fatigue damage at all. The chances for an counter prompt to appear are based on your Attacking dueling skill. Successfully entering counter when prompted will cause your character to quickly counterattack even in the middle of an opponent's Attack Sequence, this counterattack is a single strike but with a higher chance of landing a blow than normal attacks possess. Note that using counter requires that your character has learned a counterattack ability and has equipped the weapon necessary to do so - you do not need to specify the counterattack you wish to use if you know more than one, MCombat will automatically figure this out. You also require the necessary Focus Points to use your counter attack.
        StoryHost Kurzon
        Castle Marrach Staff

        kurzon.marrach@outlook.com

        The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

        Comment


        • #5
          VI. MOVEMENT AND COMBAT PROXIMITY

          @advance '<direction>
          @area '<area>
          @area 'range


          MCombat 4 implements a revised version of the combat proximity system used in @ranged to allow ranged combatants such as bowmen, crossbowmen or sorcerers to engage in MCombat. However, instead of using a character as the object you advance towards, you now work with Fighting Areas.

          Fighting Areas are imaginary lines that divide a room into a 3x3 grid. These Fighting Areas are simply named by their cardinal directions, we have "the center fighting area" in the middle of the room, surrounded by "the north fighting area", "the northeast fighting area" and so on. The normal MCombat fighting method of using the @attack command to initiate an Attack Sequence against a target only works against a target int he same Fighting Area as you. Ranged attacks however can strike at targets in any fighting area in the room.

          Characters may move between Fighting Areas using the @advance command, though this must be done before attacking with @attack. Right now everyone advances at the same speed (a range of 8 to 12 'distance points' per turn for an average of 10, with 20 distance points required to switch combat areas, we're looking at 2 to 3 turns). Down the road I would like to change this formula, and have a character's agility stat (if we ever implement that feature) affect their movement speed with @advance. For now this will tide us over.

          Your character's initial Fighting Area varies depending on how MCombat has been triggered.

          In voluntary combat (combat between players initiated using @MCombat) players may use the @area command to set their combat area before combat begins. In most cases this probably won't be done - melee fighters will likely all want to start in a gaggle in the center of the room. Some roleplay circumstances may dictate otherwise, however, for example one character attacks another from the other side of a large room and we wish to give those characters a chance to exchange a few blows before anyone on the opposite end of the room can rush over to intervene. It's really up to players to determine the parameters of a fight tailored to the roleplaying situation. If no start area is specified using @area, you'll just be placed in the center.

          In involuntary combat (combat initiated against you by a CNPC) MCombat will attempt to assign you an initial fighting area using a prediction system.
          - If unarmed or wielding a melee weapon, MCombat will stick you in the center fighting area. Melee combat will likely comprise the vast majority of all MCombat scenarios and it's going to be annoying wasting 3 turns walking towards the zombies/skeletons you've run across in scenarios when there aren't even ranged fighters to consider, so characters assumed by MCombat to be fighting in melee are all clustered together in the middle once combat starts.
          - If a character is wielding a ranged weapon, MCombat will place that character in any combat area other than the center. MCombat will attempt to place you in an area representing your character's actual proximity (so if you're standing near the "south door" MCombat will start you in the "south fighting area"). This prediction system is not perfect, there's no way through code to guarantee this works properly as its entirely dependant on a room's detail name being named 'properly' by the person who built that room (which many, many were not in CMs earlier days). If MCombat can't figure out which outer area your character is standing near, it will just randomly assign you one, so it's possible you could be standing near the south wall when fighting starts and be placed in "the eastern fighting area". What matters here is that you're not placed with the melee characters, so the purpose is achieved regardless.
          - A character may decide they wish to 'stand back' even if not equipped with a ranged weapon. Perhaps because they are a weaker character being escorted by stronger ones and simply wish to stand back from the fray, or perhaps they're a sorcerer in which case they're a ranged fighter that doesn't wield a coded ranged weapon such as a bow. The command mcombat 'range can be used to toggle between default and ranged settings. Setting yourself to ranged will cause MCombat to treat you as a ranged character regardless of equipment, and always start you on the edge of the battlefield. Toggling it back to 'default' settings causes MCombat to treat you as normal again,

          VII. EFFECTS

          Effects are 'buffs' and 'debuffs' as those of us from the gaming world are used to calling them. Effects are status conditions that affect our character's abilities to fight, either positively (buff) or negatively (debuff). Effects are inflicted on a character when certain special abilities are used on them, the duration and effects of the effect vary by ability. While most effects currently in the library can be inflicted by using various weapon special attacks, some effects can only be inflicted through magic (primarily sorcery at this time).

          All effects CAN be applied through sorcery, if the right spell is possessed, and whereas weapon special attacks have cooldowns, sorcery spells do not, which allows a sorcerer to maintain several effects on several targets simultaneously, so long as their willpower supports it.

          The current effects in the MCombat 4 library are as follows:

          Common negative effects

          Common negative status effects. There are nine of these effects, 4 of which hamper a character's offense and 4 which hamper their defense, then 1 that affects both. Every martial weapon type has 3 abilities which inflict one of the below effects, and each effect listed below has 3 different weapons which can inflict it. Symmetry is a satisfying thing.

          dazed - significant penalty to offense rolls
          pained - significant penalty to defense rolls
          hurt leg - moderate penalty to offense and defense rolls, cannot @advance
          hurt ribs - automatic fatigue regeneration from rest skill is disabled
          hurt arm - cannot use signature attacks, attacks deal less fatigue damage
          knocked down - miss next turn, cannot use ward or evade defensive rolls
          winded - do not generate focus points
          staggered - cannot use triggered commands (@interrupt, @avoid, counter)
          disarmed - cannot parry, @interrupt or counter (Technically you cannot attack with your weapon either, but this effect always disappears at the start of your turn so it never actually stops you from attacking. When you automatically pick your weapon back up at the start of your turn you lose some action points.)

          Uncommon negative effects

          The effects listed below are 'uncommon'. They cannot, as of right now, be inflicted using martial skills, but instead are exclusively inflicted through magic (sorcery) or items or special CNPC MCombat abilities that player characters cannot use.

          blind - extreme penalty to offense and defense rolls
          fear - moderate penalty to offense rolls
          StoryHost Kurzon
          Castle Marrach Staff

          kurzon.marrach@outlook.com

          The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

          Comment


          • #6
            VIII. WEAPONS AND ABILITIES

            Below is a brief listing of the various MCombat weapon skill abilities. These abilities are automatically granted to your character by using the @upskill command if you have the necessary skill level in the associated weapon skill.

            Ability Categories

            Power Attack: These are typically harder hitting versions of the normal cut and thrust attacks, taking up the same amount of Action Points as a normal attack but dealing more damage or having a higher chance to hit.
            Debuff: These are abilities which do not deal actual damage to your target but inflict them with a status effect which hampers their ability to fight.
            Buff: These are abilities which temporarily increase your own fighting abilities for the duration of your attack sequence. You cannot buff other characters through non magical means.
            Style: Adopting a combat style gives you various benefits or alters how abilities work. All weapon categories have two learnable weapon styles, typically an offensive one and a defensive one. Only one style can be active on your character at any time.
            Passive: These are abilities which are not manually used, but rather are always active as long as you have the ability learned and its associated weapon equipped.
            Interrupt: These are abilities which can interrupt an opponent's power attack using the @interrupt command.
            Counter: These are counter attacks which let you strike at an opponent with an increased hit chance even when it is not your turn, after you flawlessly defend against one of their attacks. Counters are only available after performing their associated defense type, ie: a block-counter can only be performed after blocking an opponent's attack.
            Finisher: These abilities attempt to inflict a critical strike, passing a character's fatigue and striking them immediately. In the case of CNPCs, a finisher used on a CNPC can often kill them in one hit.

            Weapon Skills

            Listed below are short descriptions of the 'default' abilities associated with MCombat 4 release. This means that all of these abilities are given to you automatically if you have the associated weapon skill at the necessary skill level. Other abilities exist! You may learn them from defeating certain MCombat CNPCs/Monsters or by participating in certain plots. The formatting for this table is as follows:

            Skill Level) Skill Type: Skill Name; Short Description

            One Handed Swords

            This category contains all forms of one handed swords in Castle Marrach; shortswords, arming swords, rapiers, schiavonae, sabers and so on. Swords excel in versatility and control, they can cut, thrust and parry as needed, and present their wielder with interrupts, counterattacks, debuffs and power attacks, granting the largest variety of different ability types for different situations.

            The sword is also the anti-weapon weapon, it shines in use against players or CNPCs using non-sword weapons by its ability to control non-swords via the two different styles it offers, one negating the swinging attacks of bludgeons and the other negating the thrusting attacks of polearms and sidearms. A sword less versatile than a sword, lacking the ability to both cut and thrust with equal efficiency, will struggle against a skilled swordsman who knows how to employ these two sword styles to his advantage.

            One handed swords can additionally be combined with a second weapon for additional offensive capability, or a shield for increased defense, further adding to the versaility of the weapon's abilities.

            1) Power Attack: Lunge; The one hand sword 'signature move', this is a more powerful version of the thrust attack that can be used once per attack sequence at no focus cost or cooldown. Can be @interrupted.
            2) Counter-Parry: Riposte; A counterattack that can be used after parrying an enemy strike. Costs focus.
            3) Debuff: Hilt Strike; Strike your target with the hilt of your sword, inflicting the "staggered" debuff. Has cooldown.
            3) Power Attack: Feint; This feint based attack increases in damage by +25% every time you use a non-feint attack, stacking 4 times for a total of 200% damage and resetting when used. Costs focus.
            4) Power Attack: Beat Strike; Hit your opponent's weapon aside then strike at their exposed body. This is a normal thrust based attack that cannot be parried. Costs focus.
            5) Debuff: Leg Kick; Kick at your opponent's leg, inflicting the "hurt leg" debuff. Has cooldown.
            5) Debuff: Knee Strike; Knee your opponent in the belly, lowering their current focus points and inflicting the "winded" debuff. Has cooldown.
            6) Interrupt: Sword Swat; Quickly swat at your opponent with the flat of your blade, interrupting an attack in progress. Costs focus.
            7) Style: Sentinel Style; Face your opponent side-on with your sword before you, ready to intercept incoming thrusts. While in this style you have a significantly improved chance to defend against thrust based attacks.
            7) Style: Lightfoot Style; Face your opponent square-on with feet parted, ready to dodge incoming swings. While in this style you have a significantly improved chance to defend against cut based attacks.
            8) Buff: Precise Assault; Focus hard on making precise attacks on your opponent. All attacks you make this turn receive an increased hit chance. Has cooldown.

            StoryHost Kurzon
            Castle Marrach Staff

            kurzon.marrach@outlook.com

            The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

            Comment


            • #7
              Two Handed Swords

              This category contains all forms of two handed (and hand-and-half) style swords in Castle Marrach; at this point that's primarily longswords. Everything that is true of the one handed sword applies to the two handed sword, save that it cannot be combined with a second weapon or shield. Instead the two handed sword has a considerably higher base damage than their one handed cousins

              1) Power Attack: Cleave; The two hand sword 'signature move', this is a more powerful version of the cut attack that can be used once per attack sequence at no focus cost or cooldown. Can be @avoided.
              2) Power Attack: Double Cut; Swing twice in succession, hitting the opponent's weapon to the side with the first then cutting at their body with the second. This is a normal cut based attack that cannot be parried. Costs focus.
              3) Debuff: Pommel Strike; Strike your target with the pommel of your sword, inflicting the "staggered" debuff. Has cooldown.
              3) Power Attack: Disengage; This feint based attack increases in damage by +25% every time you use a non-feint attack, stacking 4 times for a total of 200% damage and resetting when used. Costs focus.
              4) Debuff: Backhand Strike; Push your opponent's sword aside as you advance and forcefully backhand them, inflicting the "pained" debuff. Has cooldown.
              5) Interrupt: Blade Beat; Quickly swat at your opponent with the flat of your blade, interrupting an attack in progress. Costs focus.
              5) Debuff: Belly Kick; Swiftly kick at your opponent's belly, lowering their current focus points and inflicting the "winded" debuff. Has cooldown.
              6) Counter-Parry: Mastercut; Pivot and swing your sword in an angle such that it simultaneously parries your opponent's swing while striking at their body. A counterattack that can be used after parrying an enemy strike. Costs focus.
              7) Style: Ward Style; Cross your sword readily before you, prepared to intercept incoming thrusts. While in this style you have a significantly improved chance to defend against thrust based attacks.
              7) Style: Strafing Style; Face your opponent square-on with feet parted, ready to dodge incoming swings. While in this style you have a significantly improved chance to defend against cut based attacks.
              8) Buff: Whirling Assault; Perform a sweeping series of cuts on your opponent. All cut based attacks you make this turn cost less action points. Has cooldown.

              One Handed Bludgeons

              This category contains all forms of one handed swinging, hacking and smashing in Castle Marrach; war axes, maces, morning stars, truncheons, clubs and so on.

              Bludgeons are highly offensive, dealing increased damage to player armor and ignoring a portion of the damage reduction that CNPCs with the 'armored' stat receive, and this armor penetration can be furthered as skills in this category are learned. The bludgeon also has abilities which lower an opponent's focus, making it harder to @avoid, @interrupt or counter your attacks, and also has abilities which increase your own focus generation, granting you more opportunities to use its array of hard hitting power attacks.

              What the bludgeon has in offense it pays for in defense and versatility. Bludgeons cannot parry as sword might, meaning it provides little defense on its own and should normally be used with a shield, although it can be combined with a sword for lesser defense. The bludgeon is also solely a cut based weapon, should the axeman find himself facing an opponent with defensive bonuses to cut attacks such as an agile class CNPC or a player character using an anti-cut fighting style, the axeman will find himself at a disadvantage.

              1) Power Attack: Hack; The one hand bludgeon 'signature move', this is a more powerful version of the cut attack that can be used once per attack sequence at no focus cost or cooldown. Can be @avoided.
              2) Debuff: Bludgeon Jab; Quickly jab your blunt instrument at your opponent's chest, inflicting the "hurt ribs" debuff. Has cooldown.
              3) Style: Frenzy Style; Take an aggressive attacking style towards your opponent, attempting to overwhelm them. Every cut based attack you perform while in this style grants you focus points.
              3) Power Attack: Bash; Forcefully bash your target with your bludgeon. This cut based attack has a higher chance to hit. If it strike a fragile target (such as a CNPC skeleton) it may shatter and kill it instantly. Costs focus.
              4) Debuff: Knee Crack; Quickly lurch in and swat at your opponent's knee with your bludgeon, inflicting the "hurt leg" debuff.
              5) Power Attack: Thrash; Thrash at your opponent with a tiring swing, dealing normal cut damage and lowering their focus points. Costs focus.
              6) Debuff: Elbow Swat; Quickly step forth and cuff your opponent's elbow with your bludgeon, inflicting the "hurt arm" debuff. Has cooldown.
              7) Passive: Fierce Swings; All cut based attacks deal additional damage to player armor, and have their damage penalty against armored CNPCs negated.
              7) Style: Agile Style; You fight spry and ready to dodge incoming attacks. While in this style all successful hit rolls against you deal less fatigue damage.
              8) Buff: Rage; Attack you attack your opponent in a rage of swings to overwhelm them. All attacks this turn drain your opponent's focus and deal increased damage. Has cooldown.

              Two Handed Bludgeons

              This category contains all forms of two handed swinging, hacking and smashing in Castle Marrach; battle axes, battle hammers, mauls, etc.

              The two handed bludgeon is the offensive-most weapon category in Castle Marrach. Like the one handed bludgeon it focuses on cut oriented offense, however the two handed bludgeon takes this theme a step further, giving up any chance of a defensive offhand weapon or shield and instead taking up the weapon in two hands for a significant boost to the weapon's base damage. The two handed bludgeon also adds powerful abilities such as Sweeping Swing, allowing the wielder to cleave through multiple opponents at once, and the passive ability Heavy Strikes, increasing the armor damage and penetration and giving all attacks a chance to instantly shatter certain enemies - the two abilities combined with the berserking style turns the two hand bludgeoneer into berserking warrior cleaving a path through his enemies.

              This comes at the cost of defense. Mauls and axes do not parry, and since no free hand is present to take up a shield or parry capable offhand weapon, this style is vulnerable under concentrated attack. The unyielding combat style adds some defensive benefits that can lengthen the lifespan of a two hand bludgeoneer, but having a partner (or several) drawing enemy attacks away from you is preferable.

              1) Power Attack: Maul; The two hand bludgeon 'signature move', this is a more powerful version of the cut attack that can be used once per attack sequence at no focus cost or cooldown. Can be @avoided.
              2) Debuff: Bludgeon Jab; Quickly jab your blunt instrument at your opponent's chest, inflicting the "hurt ribs" debuff. Also knock the wind out of your opponent, draining their focus. Has cooldown.
              3) Passive: Heavy Strikes; Your heavy weapon swings deal addition damage to player armor whenever using a cut based attack, and negate the damage penalty from armored CNPCs. Additionally all cut based attacks have a chance to shatter fragile targets such as skeletons, killing them instantly.
              4) Area Attack: Sweeping Swing; Sweep your two handed weapon in a wide arc, dealing normal cut damage to all opponents standing within the same fighting area as you. Costs focus.
              5) Debuff: Weapon Bash; Forcefully strike your opponent's weapon, knocking it from their hands and inflicting the "disarmed" debuff. Has cooldown.
              6) Style: Berserking Style; Recklessly assail your foes with little regard to personal wellbeing. While in this stance you have a bonus to all attack rolls and a penalty to all defense rolls, and all cut based attacks grant you focus points.
              7) Power Attack: Uppercut Cleave; Swing your two handed bludgeon in a powerful ascending vertical strike. This attack has an increased hitroll. Costs focus.
              7) Style: Unyielding Style; Fight your opponent relentlessly regardless of attacks against you. All fatigue regeneration is increased while in this style.
              8) Finisher: Execute; Go for the kill, attempting to cut off / smash in your opponent's head with your two handed bludgeon. This cut based attack deals massive damage, and if used successfully on a CNPC it will slay them in one hit. Has cooldown.

              StoryHost Kurzon
              Castle Marrach Staff

              kurzon.marrach@outlook.com

              The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

              Comment


              • #8
                Polearms

                This category contains all forms of polearm weapons in Castle Marrach; spears, halberds and so forth.

                Polearms are primarily a defensive weapon, using the weapon's long reach to keep an enemy at bay. Polearms can be used in both hands, increasing the weapon's base damage to that of a two hander, granting it unusually high offensive abilities while still being able to maintain a 'tanking' role if desired. Alternatively they can be equipped with a shield in the offhand, granting an extra layer of defense that gives the wielder unparalelled defensive abilities, though holding the spear in one hand comes at the cost of losing the ability to use cut style attacks, which can complicate fights against players or CNPCs with anti-thrust abilities.

                1) Power Attack: Lance; The polearm's 'signature move', this is a more powerful version of the thrust attack that can be used once per attack sequence at no focus cost or cooldown. Can be @interrupted.
                2) Interrupt: Jab; Quickly and suddenly jab your polearm at your opponent, forcing them back and interrupting their attack in progress. Costs focus.
                3) Debuff: Shaft Strike; Strike at your opponent with your polearm's shaft, inflicting the "dazed" debuff. Has cooldown.
                3) Debuff: Knee Kick; Step inward and stomp/kick at your opponent's knee, inflicting the "hurt leg" debuff. Has cooldown.
                4) Style: Distant Style; Use the reach of your polearm to defensive advantage, keeping the weapon well extended and your enemies at a distance. While in this style you have an increased chance to parry incoming attacks.
                5) Debuff: Pole Trip; Trip your opponent over the shaft of your polearm, inflicting the "knocked down" debuff. Has cooldown.
                6) Parry-Counter: Deflecting Thrust; Drive your polarm forth as your opponent attacks, brushing their weapon aside and thrusting at them. A counterattack that can be used after parrying an enemy strike. Costs focus.
                7) Style: Counter Style; Hold your spear back, deceiving your opponents to its true length and ready to strike forth when opportunity presents. While in this style all counterattacks have an increased hit chance and cost less focus.
                7) Area Attack: Shaft Sweep; Sweep your long polearm in a wide arc, dealing normal cut damage to all opponents within your fighting area. Costs focus.
                8) Passive: Redoublement; A thrust immediately followed by a second thrust in quick succession. All normal thrust attacks have a chance to trigger this extra thrust attack at no cost.

                Sidearms

                This category contains all forms of short bladed thrusting weapons in Castle Marrach; daggers, stilettos, other misc knives.

                Sidearms as a weapon type have the lowest base damage, doing very little fatigue damage on successful attack rolls and instead focusing on securing critical hits that strike an opponent without trying to drain their fatigue pool first. Sidearms use 'preparation' attacks to get an opponent in position, then attempt a critical strike using a finisher attack, these finishers kill CNPCs instantly and ensure a successful wound against player characters (except in cases where armour interferes).

                These short weapons cannot be used to parry larger ones, however the sidearm when used on its own grants a dodge bonus which decreases the amount of fatigue damage you take when dodging a successful enemy hit roll, and the sidearm evasion style grants a chance to evade an attack, negating its damage altogether in the way parrying it would. Alternatively the dagger can simply be dual wielded using a sword to permit parrying.

                1) Finisher: Heart Strike; Thrust your dagger at your opponent's chest, seeking their heart. This attack's accuracy is increased for every point of preparation you have. This signature attack can be used once per turn and has no cost.
                2) Preparation: Quick Jab; Make a quick jab at your opponent, feeling out their defenses. This thrust based attack costs less Action Points than a normal thrust attack and builds 1 preparation point every time used. Costs focus.
                3) Debuff: Uppercut; Quickly uppercut your opponent in the ribs, inflicting the "hurt ribs" debuff. Has cooldown.
                3) Interrupt: Blade Flash; Quickly swipe your blade at your opponent's face, causing them to stumble back and interrupting their attack in progress. Costs focus.
                4) Style: Evasive Style; Focus on footwork to avoid attacks. While in this style you have a chance to evade all incoming attacks and take no damage.
                5) Debuff: Gut Kick; Swiftly kick your opponent in the gut, inflicting the "winded" debuff. Has cooldown.
                6) Evade-Counter: Sidestep Strike; Swing your dagger at your opponent as you sidestep around their attack. A counterattack that can be used after evading an enemy strike. Costs focus.
                7) Style: Doublestab Style; Go on the offensive, repeatedly seeking an opening with your dagger. All thrust attacks have a chance to trigger a second thrust attack at no cost.
                7) Debuff: Headbutt; Hold your opponent's weapon aside with your dagger and unexpectedly headbutt them, inflicting the "dazed" debuff. Has cooldown.
                8) Passive: Nimble; Your expertise in dagger fighting has granted you an affinity for dodging. All successful hitrolls against you deal less fatigue damage when you dodge them.

                Shields

                Shields are an offhand accessory meant to grant the wielder an additonal layer of defense. Shields have no damage dealing attacks but possess several debuff inflicting abilities that lower the damage an opponent and do, and simply having a shield equipped grants the wielder the chance to block incoming attacks. Shields also possess several 'tanking' abilities intended to force a target to attack the wielder instead of attacking more vulnerable team mates, whether or not the shield bearer wishes to use the shield in an actual tanking role or merely to add a bit of defense in case needed is up to them.

                1) Debuff: Shield Bash: Bash your opponent with the face of your shield, inflicting the "dazed" debuff, and when used on CNPCs this attack additionally causes the CNPC to become irritated with you, increasing the chance it will attack you. This signature move has no cost or cooldown and can be used once per turn, however its "dazed" effect only lasts one turn compared to other debuffs which last two.
                2) Block-Counter: Block and Strike; Swing your weapon at your opponent even as you block their attack with your shield. A counterattack that can be used after blocking an enemy strike. Costs focus.
                3) Debuff: Shield Drive; Drive the rim of your shield into your opponent's arm, inflicting the "hurt arm" debuff. Has cooldown.
                3) Interrupt: Shield Swat; Quickly swat your opponent with your shield, interrupting their attack in progress. Costs focus.
                4) Buff: Shield Guardian; This ability allows the use of the @guard command, this command may be used while your character is being attacked to significantly increase your block chance for the remainder of your opponent's current attack sequence, negating damage from a powerful incoming attack combo. Has cooldown.
                5) Style: Shield Wall Style; Interlock your shield with the shields of your comrades to form a defensive formation. When at least two characters on your team are also in the shield wall stance and in the same fighting proximity as you, any attacks against you have a chance to be blocked by your allies, and vice versa. These are normal block rolls which may also trigger counterattacks should you block an attack aimed at your ally.
                6) Debuff: Shield Slam; Slam your shield into your opponent's chest, inflicting the "knocked down" debuff. Has cooldown.
                7) Misc: Intercept; Intercept an opponent's path, standing directly before him and forcing him to face you. This ability allows you to set one target as your intercept target, an intercepted CNPC will always attack you as its primary target, and an intercepted player receives an attack roll penalty if they attack anyone other than you. This effect is only active so long as your opponent is in the same Fighting Area as you.
                7) Style: Shield Cover Style; Crouch low behind your shield, focusing on solitary self defense. While in this style you receive an increased block chance against all attacks and projectiles.
                8) Passive: Shield Mastery; Your expertise with a shield grants you focus points every time you block an attack.

                StoryHost Kurzon
                Castle Marrach Staff

                kurzon.marrach@outlook.com

                The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

                Comment


                • #9
                  Dual Wielding

                  Dual wielding applies when a character takes up any two one handed weapons simultaneously.

                  The dual wielding style requires the most study to use effectively, as the wielder must learn how to use both weapons they wish to dual wield, and then learn the duel wield skill line to learn how to use them together. Dual wielding is an offensive style, it has no signature attacks but would instead use the signature attacks of the weapons being wielded (still limited to one signature attack per turn). Instead, the dual wielding skill line primarily adds passive abilities and styles as the wielder becomes more proficient with using two weapons.

                  1) Passive: Dual Striking; You attack with both weapons now. All basic cuts and thrusts have a chance based on your dual wield skill to trigger a second cut or thrust using your other weapon.
                  2) Debuff: Low Kick; Kick your opponent between the thighs, inflicting the "pained" debuff. Has cooldown.
                  3) Passive: Offhand Counters; Having two weapons gives you more angles to counterattack from. All counterattacks have an increased hit chance.
                  3) Power Attack: Dual Strike; Attack with both weapons simultaneously, using one to drive the opponent's weapon away and the other to strike at their body. This attack cannot be parried. Costs focus.
                  4) Debuff: Arm Strike; Hit your opponent's weapon away with one weapon while batting the flat of your secondary weapon at their arm, inflicting the "hurt arm" debuff. Has cooldown.
                  5) Style: Dual Parry Style; Use both weapons to parry incoming attacks. While in this style, you receive a second attempt to parry at a decreased chance should your first parry roll fail. This style requires that both equipped weapons be capable of parrying to begin with.
                  6) Debuff: Disarming Strike; Grab your opponent's weapon with both of your own and twist it away, inflicting the "disarmed" debuff. Has cooldown.
                  7) Passive: Momentum; Follow through one attack after the next with grace. Every successful attack roll generates focus.
                  7) Passive: Tricky Striking; Having two weapons makes your feints all the harder to anticipate. Feint style attacks receive an increased hit roll.
                  8) Style: Rapid Style; Attack swiftly and constantly with your two weapons. While in this style all attacks cost less Action Points, but this tires you, causing a penalty to fatigue restoration.

                  StoryHost Kurzon
                  Castle Marrach Staff

                  kurzon.marrach@outlook.com

                  The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

                  Comment


                  • #10
                    IX. Ranged Combat

                    Archery and Throwing

                    The MCombat commands for archery and throwing are the same as the commands when used outside of MCombat. The @attack command is not used, instead, @shoot and @throw should be used to attack your desired target(s), preceded by @load and @aim where necessary. If engaged in MCombat these commands will only work during your MCombat turn and will cost Action Points. If enough Action Points are not possessed to complete the desired command that command will not work. The amount of action points these commands take uses the same formula the old @ranged system did - the more skilled you are the faster you load and shoot your weapon.

                    Because you do not use @attack to attack in an normal attack sequence, this means it is possible to @shoot at multiple different targets throughout the course of your turn, if you can reload and fire again quickly enough to do so, however you're very unlikely to land any quantity of attacks comparable to what would be achieved in an attack sequence combo. Thus archery attacks do very little in the way of actual fatigue damage, instead seeking critical hits to injure a target while they still have fatigue remaining.

                    Sorcery

                    For the first time, sorcerers can use the same standard combat system as everyone else; regular 'duels' with sorcerer characters are now possible using MCombat 4, and Sorcerers fill a unique role in the MCombat 4 system. Their action points at the start of their turn is determined by their sorcery skill instead of their recover dueling skill.

                    If you bothered to read the Effects section of this thread, you've seen that debuffs play an important role in combat, and no one excels at inflicting these more than a Sorcerer. Melee combatants can apply debuffs certainly using abilities like Hilt Strike, but their ability to do so is limited; these abilities are on cooldowns and require melee range. Sorcerer spells that achieve the same have no cooldowns, they are only limited by the amount of willpower a Sorcerer has to cast their abilities. Further to that, Sorcerers do not use @attack, but instead cast their abilities normally on their turn using their focus. This means that the Sorcerer can use abilities on multiple different targets per turn, and ultimately maintain a series of crippling debuffs on multiple characters at once.

                    In addition to this, some sorcerer spells can be used to positive effect, granting allies focus points or dispelling certain debuffs they are afflicted by. They can also control the flow of battle against CNPCs by manipulating a CNPC's disposition to those around it, guiding CNPCs away from weakened allies and instead influencing them to focus on your own defensive allies, or even other enemies in the case of battles with three or more teams. If necessary, and if the correct spells are possessed, large amounts of willpower can be sacrificed in offensive spells to 'nuke' particularly threatening enemies as well.

                    As is the case in dueling, Sorcerers suffer a massive fatigue penalty in MCombat 4, meaning that an enemy who gets within range of your Sorcerer will make quick work of him if allowed to stay there. Thus Sorcerers should fight in the back lines as support characters when possible, allowing melee companions to draw the attacks of other melee opponents.

                    The following existing spells have revised functions for MCombat 4 based on their roleplay use in-game:

                    Aztochik
                    Aztoki
                    Iparky
                    Kariamanim
                    Kusupag
                    Lurezag
                    Othek
                    Otheki
                    Piltal
                    Purap
                    Riftyhi
                    Tamsu
                    Tubmina
                    Zagmana

                    Since sorcery and what it can do is somewhat of a IC trade secret, I won't be going into details here. I am however working on a sorcery command to allow you to call the help text (the spiel you get when first learning a spell) for any spell your character currently knows, and those help texts will be updated for these spells.

                    StoryHost Kurzon
                    Castle Marrach Staff

                    kurzon.marrach@outlook.com

                    The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

                    Comment


                    • #11
                      X. CNPCs

                      CNPCs (Computer Non-Playable Characters) are computer controlled characters not driven by a player on the other side. These are your couriers, castle bridge guards, bartenders and so on. Certain CNPCs exist within the game designed for MCombat purposes, in fact that was the original MCombat's sole design. In MCombat 4, running across a CNPC will automatically trigger combat with that CNPC unless it recognizes you as a friend. Since the vast majority of MCombat CNPCs are the monsters that roam the deeper regions of the mountain, by default, almost no CNPC is going to have a friendly reaction towards you. When encountering CNPCs who engage you in combat in this manner, MCombat is initiated as involuntary or forced MCombat, this changes a few of the MCombat rules, such as automatically assigning your combat team and initial fighting area instead of letting you pick these manually.

                      CNPC Classes

                      MCombat CNPCs are broken into 7 classes which affect their abilities and how they fight, as well as how you should engage them. These are:

                      Agiles; The agile class is comprised mostly of fast, small statured, 'beast-like' CNPCs such as rats, wolves and spiders. Agile CNPCs have high speed and will often attack first when combat begins. Agiles have a high defense against cuts and other slow attacks, and counterattack with high frequency after dodging said attacks, but are vulnerable to thrusts and fast attacks.

                      Defenders; The defensive class consists of CNPCs equipped with shields and sometimes armor, occasionally seen amongst skeletons and other humanoid monsters. They block both melee and ranged attacks with high frequency and will use their shields to inflict debuffs that deter their opponents' damage dealing capabilities. Thrust attacks do little to deter them behind their shields, but cutting attacks can damage and break their shields, disabling their ability to inflict debuffs and exposing them to attack. In the event the defender is wearing armour it will still take significantly less damage from your successful weapon strikes, however armor penetrating weapons and abilities can lower and even negate this penalty entirely, and most magic attacks are unaffected by it.

                      Berserkers; These are highly offensive weapon wielding humanoid CNPCs, often wielding two handed weapons. They can deal a high amount of damage over a short period of time but have weak defense, making them a vital target to kill quickly once an engagement begins.

                      Fighters; Fighters are the basic weapon-wielding humanoid MCombat CNPC class, often equipped with a single one handed weapon. They are typically 'stronger/more skilled' than other CNPCs of the same level but can be engaged with whatever strategy best suits the player's current skills and weapon.

                      Shamblers; These are shambling, hulking, skulking enemies, primarily comprised of zombies. Enemies of this class tend to act as 'damage sponges', with low defensive ability but a high health pool. They are best treated as 'filler' to kill after more threatening enemies are dealt with, or handled using high damage abilities or abilities which kill in a single hit due to their low evasion but high health.

                      Archers; Ranged combatants, usually using a bow. As ranged CNPCs they will typically not be in range of melee fighters to attack for the first couple turns, which means a tanking character cannot draw their attacks. Additionally, their bow attacks cannot be parried, meaning targets without shields are exposed to their ranged attacks, which often land critical strikes regardless of fatigue and wound their targets. Because of the danger they pose and the difficulty tanking them, they should usually be the first target of friendly ranged fighters.

                      Casters; The magi version of Archers, using magic instead of bows. The abilities of magic vary so widely such as to make it impossible to summarize what a caster may or may not do when encountered, but it will always be unfortunate. Casters should always be seen as a high threat, though they are few and far between.

                      CNPC Guards

                      Some of the Castle's guards are being upgraded to the MCombat system, you will note them as they will appear as "a Yeoman" instead of "a guard" (since that's what they actually are). Castle guards are MCombat CNPCs instructed to treat players as a friendly faction, which means most characters have nothing to fear from them. The purpose of these guards is to act as a defense that weak or non-martial characters can flee to when being attacked by a criminal player.

                      There are some balances and limitations to how this works. Chiefly, these guards do not wander. It is the role of player character law enforcers to catch criminals, and it is my belief that having CNPC guards skewer any criminal PC they see on sight robs criminals and law enforcers alike of roleplay. For this reason, the MCombat guards only provide security to 'safe areas', they will not patrol the castle and they will not seek or pursue criminals outside of their designated post, and they will not attack any wanted criminal on sight, only the most notorious, or those who instigate a fight with them first by attacking another player in MCombat in front of them.

                      At this time, the only designated 'safe area' is the center of the Grand Bridge, additionally some of these guards can be found scattered throughout the Inner Bailey. Anything further west of the Grand Bridge into the Outer Bailey is wild land and you'll have to sort it the old fashioned way; defend yourself, blow a duckcall, run like hell, etc.

                      CNPC guards can be killed and do drop their weapon and other gear when slain, and if all guards at an access point are slain, that access point can be bypassed (so yes, in theory, you could kill the bridge guards and anyone would be able to enter the IB until they respawn). That said, the guards are well equipped, reasonably skilled and stand guard in groups, so a single player character would have a difficult time storming the Inner Bailey.

                      XI. SURVIVAL AREAS

                      Survival areas are dangerous regions of the Castle Marrach game where MCombat CNPCs are known to wander and attack players on sight, these include primarily areas in the Under Bailey or outside the shelter of the castle proper. In survival areas you retain your condition from one fight through the next without recovering from your previous battle; your fatigue will not reset to full, your ability cooldowns are not reset and any debuffs you are suffering will remain present when you commence your next fight. This means that a long trek through a dangerous area will wear your character down even against lesser enemies, ensuring there is always risk to your (mis)adventure.

                      Scattered throughout survival areas are nestled safe regions that monsters cannot reach, entering these areas allows you to restore your MCombat condition once again after a short breather.

                      In regular areas such as those within the castle this is a non-issue, your current fatigue and other stats are reset when you start a new battle, the same as they do in Duel 2.0.

                      StoryHost Kurzon
                      Castle Marrach Staff

                      kurzon.marrach@outlook.com

                      The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

                      Comment


                      • #12
                        XII. COMMAND INDEX

                        @advance - Move your character's combat proximity during your mcombat turn.
                        @area - Set your desired initial combat proximity prior to an mcombat match starting, for player versus player matches.
                        @attack - Initiate a melee attack sequence against a target during your mcombat turn.
                        @avoid - Use focus points to avoid a slow power attack being used against you, does not have to be your turn.
                        @combatants - Call a list of all characters currently in this fight, display their team, combat proximity and current target.
                        counter - Counterattack an opponent's attack when prompted, does not have to be your turn.
                        @guard - Use a defensive buff to significantly increase your character's defenses against all attacks in the current attack sequence being made on you.
                        @interrupt - Use focus points to interrupt a fast power attack being used against you, does not have to be your turn.
                        @mcombat - Call up most mcombat commands related to manually starting and ending mcombat fights with other players.
                        @pass - Pass your current mcombat turn. Up to 50% of your initial Action Points carry over to your next turn.
                        @style - Change your current fighting style, can only be done during your mcombat turn and before attacking.
                        @team - Set your desired team for player versus player matches.
                        @upskill - Update your new mcombat skills based on your dueling skills.

                        XIII. TL;DNR QUICKGUIDE

                        AKA: "This post is too long, how do I just get started?"

                        0. (optional) Use @upskills to set your weapon skills.
                        1. Find another eager player to fight with
                        2. Start combat using @mcombat 'ready then @mcombat 'practice after you've both readied
                        3. Attack one another in turns using @attack <target> '<first ability name> <second ability name> <third ability name> (etc...)

                        XIV. Closing, Etc

                        Well that was a long post. However long it took you to read it (assuming you're masochistic enough to have read it all) it took me much longer to write, so please forgive typos as you find 'em.

                        The MCombat 4 system is huge. Massive. So ridiculously big that I promise you there will be bugs. While I have tested stuff as I've gone along, it's hard to test every way someone might break a system this complex with so many different moves to factor in and circumstances in which a misplaced property might cause a move to break.

                        As of right now, the current release of MCombat 4 should be considered a Beta/Test release. It's far quicker and easier for me to release it and let you find ways to break it than it is for me to sit down and trying to think of every way you might. However, when you break something, it generates an error log that makes it easy for me to find and fix the problem, which is usually a misplaced comma somewhere amongst ten thousand lines of code. Expect bugs, and report them when they come up, and try to hang on to some information in case I come and ask you, like what attacks you were using at the time or various circumstances leading up to the break.

                        For now, in this test release, the following features are not available:
                        - Ranged combat, be it archery or sorcery. Still sorting some issues with this. You can move your combat proxy but you can't actually use ranged attacks yet.
                        - CNPCs. I'm polishing off the AI that runs MCombat CNPCs, and testing how their bodies work in MCombat compared to our MGeneric human bodies that are built a lot differently. Until I get this sorted, no CNPCs are being updated to the MCombat 4 system.
                        StoryHost Kurzon
                        Castle Marrach Staff

                        kurzon.marrach@outlook.com

                        The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

                        Comment


                        • #13
                          Update Log

                          2017/10/04 - Fixed a bug where @mcombat skills list would break if skills were placed into the sidearm category.
                          2017/10/04 - Fixed a bug where shield and polearm category skills were not showing in @mcombat skills list.
                          2017/10/05 - A bug fix has been implemented to address @upskills that were added improperly causing some skills not to be taught, or to be taught when they should not. If you used @upskills prior to this posting, your @upskills have been wiped and skill points refunded. You should be able to use @upskills again to set your skills properly this time.
                          2017/10/05 - Fixed an error occasionally occurring when focus points are granted.
                          2017/10/05 - Fixed a bug that would cause MCombat to crash when using a debuff inflicting ability on a character who is dual wielding.
                          2017/10/05 - Fixed a bug that would cause MCombat (and Duel 2.0) to sometimes think you were dual wielding if you had wielded a secondary weapon using @dualwield and then dropped it without unwielding first.
                          2017/10/05 - Fixed a bug where you could @dualwield the weapon you were already wielding in your main hand, wielding the same weapon twice.
                          2017/10/05 - Fixed a bug that would cause MCombat to crash when passing turn to a character suffering a debuff effect.
                          2017/10/05 - Fixed a bug that would cause MCombat to crash when passing turn to someone wielding a polearm.
                          2017/10/05 - Added a new command, @status, that can bring up a number of combat stats including current action and focus points, cooldowns, current weapon type, style, and other combat related info.
                          Last edited by Kurzon; 10-05-2017, 04:46 PM.
                          StoryHost Kurzon
                          Castle Marrach Staff

                          kurzon.marrach@outlook.com

                          The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

                          Comment


                          • #14
                            2017.10.05
                            • A bug fix has been implemented to address @upskills that were added improperly causing some skills not to be taught, or to be taught when they should not. If you used @upskills prior to this posting, your @upskills have been wiped and skill points refunded. You should be able to use @upskills again to set your skills properly this time.
                            • Fixed an error occasionally occurring when focus points are granted.
                            • Fixed a bug that would cause MCombat to crash when using a debuff inflicting ability on a character who is dual wielding.
                            • Fixed a bug that would cause MCombat (and Duel 2.0) to sometimes think you were dual wielding if you had wielded a secondary weapon using @dualwield and then dropped it without unwielding first.
                            • Fixed a bug where you could @dualwield the weapon you were already wielding in your main hand, wielding the same weapon twice.
                            • Fixed a bug that would cause MCombat to crash when passing turn to a character suffering a debuff effect.
                            • Fixed a bug that would cause MCombat to crash when passing turn to someone wielding a polearm.
                            • Added a new command, @status, that can bring up a number of combat stats including current action and focus points, cooldowns, current weapon type, style, and other combat related info.
                            Last edited by Kurzon; 10-05-2017, 04:45 PM.
                            StoryHost Kurzon
                            Castle Marrach Staff

                            kurzon.marrach@outlook.com

                            The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

                            Comment


                            • #15
                              I've spent a good chunk of the afternoon toying with MCombat formulas, increasing hit chance and fatigue damage dealt and fixing some bugs. Let me know how things feel from here, is damage too high, too low, are duels too fast, too slow, etc.
                              StoryHost Kurzon
                              Castle Marrach Staff

                              kurzon.marrach@outlook.com

                              The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

                              Comment

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