Common Abilities algorithm

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There are 4 types of Abilities by possible TARGET:

1) Single target - Ability is used to affect single Charater (PC/nPC) exept for player himself.

2) Area - Ability is cast on the ground and affecting characters inside the area.

3) Chain of enemies - Ability is cast to single target and then goes to next target withing effective range.

4) Player Himself - Abilities used by Player to affect himself.

There are 4 types of effects abilities provide (depends on Character's Stats they affect):

1) Deal damage - direct affection on enemy's Health Bar, nagative effect - -HP

2) Restore health (Heal) - direct affection on ally's Health Bar, positive effect - +HP

3) Buff stats - affection on other stats of allies rather then Health Bar - boost to sertain stats.

4) Debuff stats - affection on other stats of enemies rather then Health Bar - decrease value of sertain stats. There are number wise properties for every particular Ability:

- cooldown time (seconds) -- time between Ability cast and next possibility to cast it again (recharging timer).

- duration (seconds) -- period of time during which Ability is active and does its effect.

- distance (units, diametro) -- affection zone of Area Ability.

- range (units) -- minimum and maximum proximity to the Target/Area for Ability to be used.

- number of chained targets (natural number) -- maximum number of targets might be affected by Chain Ability.

- affect (x from table * coeficiente) -- Exact number of target's Stats affected by Ability.

- affect drop down (coeficiente) -- coefficient used to decrease Affect on next chained target for Chain Ability.

- target relation - opposing/friendly/self

There are extra properties (commentaries for artists) for every particular Ability:

VFX: animation, particles description

text: technical text, lore