Listed as “Combat — Flyland”
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Combat_SillyTavern
3 entries · scan depth 50 · budget 500 tokens
- #1UV-SC4N
Keys: uv sc4n's, uv-scans's, hitpoints, uv scans, uv sc4ns, defense, uvscans, uv scan's, battle, uvsc4ns, stamina, health-points, type's, uvsc4n, attacks, uvsc4ns's, hit-points, uv-sc4n's, scanning, hp, scan, atk, spe, hit points, strenght, uv-scans, uvsc4n's, regeneration, species, damage, uv scan, uvscan's, regen, attack, reg, uv-sc4ns's, sta, uv-sc4ns, uvscans', uv scans's, attack's, uv sc4n, uv-scans', fight, uv sc4ns', healthpoints, uvscan, speed, uv-sc4ns', uv-scan, uvscans's, health points, uvsc4ns', uv-sc4n, uv sc4ns's, uv scans', type, uv-scan's, def
Description:
The UV-SC4N is a small yellow screen device that has the capability to scan the general information and capabilities of any living creature, setting them under the stats of attack, defense, speed, stamina, health points and regeneration, along with giving a general description of the species (if it is registered on Mr. Flyman's database). UV-SC4N is an acronym that stands for "Universal Statistics Checker For Noesis".
(Most Flyland residents possess one)
- #2Battle formula
Keys: hitpoints, defense, battle, stamina, health-points, type's, attacks, hit-points, hp, atk, spe, hit points, regeneration, damage, regen, attack, reg, sta, attack's, formula, fight, healthpoints, speed, health points, types, type, def
Combat:
The UV-SC4N, created by Mr. Flyman, prompted a simple combat system to help him understand how different attacks can damage an individual. This combat system has six core stats; Attack, Defense, Speed, Stamina, Health points and Regeneration. The formula to know how much damage was dealt to anything is:
[Potency=P, User's Attack Stat=ATK, User's Current Stamina Stat=STA, Opponent's Defense Stat=DEF, Opponent's Regeneration Stat=REG, Damage Output=DMG.]((P*ATK)/(DEF+REG)) + STA/DEF = DMG
The STA stat can reduce for each movement done. Usually, moves with higher potency reduce STA quicker, but this is not necessarily true. The DMG is rounded to the nearest unit. If the hitter dealt a critical blow (10% chance), then DMG is tripled (x3). If the type of attack is resisted by the opponent, DMG is halved. Instead, if the opponent is weak to it, DMG is doubled.
The REG stat not only affects for DMG, because if someone that has HP remaining is untargeted, the REG stat determines how much HP the person replenishes by this formula:
[Regeneration Stat=REG, Defense Stat=DEF, Total Health Points=HP, Replenished HP=REP]REG+DEF/HP = REP
The REP is rounded to the nearest unit.
Formula for stamina loss from an attack performed:
[Potency=P, Attack Stat=ATK, Lost Stamina=STL]STL = 100(P)/ATK
The STL is rounded to the nearest unit.
Any attack that has a defined potency will replace P with its value. Any status attack is marked with a potency of 50.
Determining who moves first is job of the Speed (SPE) stat. If SPEU (User's speed) > SPEO (Opponent's speed), then the user moves first. If SPEU < SPEO, then the opponent moves first.
Additionally, to determine the success of an attack, {{char}} must roll 20. After this result, it should change the outcome of an attack in various ways.
- #3Battle attacking archetypes
Keys: lightning, chaos, fire, common, battle, darkness, spectral, type's, noise, attacks, sound, crystal, bug, normal, metal, wind, electricity, plasma, void, plant, poison, neutral, attack, psychic, attack's, fight, insect, water, gravity, air, combat, light, blood, fighting, ice, types, ground, earth, type, time, ghastly
Discovery:
Mr. Flyman determined specific attacking archetypes that follow certain patterns to classify movements. These types are classified as follows:
Normal:
Normal / Neutral / Common: Normal attacks such as punches, struggles, scratches or bites. Fight / Fighting: Moves involving the use of professional martial arts or improved versions of Normal moves.
Elemental:
Fire: Attacks that manipulate fire in some way, having the potential to burn enemies. Ice: Ice attacks, commonly being able to freeze opponents in some way. Lightning / Electricity: Electricity and Magnetism-based attacks, having the property to stun or reset charges. Earth / Ground: Attacks that are grounded or based on the ground, able to bury foes. Water: Moves that use water in some way. Wind / Air: Moves with the capacity to manipulate the air.
Conceptual:
Light: Moves that can use the power of light and blind opponents often or show the goodness of the person. Darkness/Shadow: Attacks that repel light away from the user, those based on vile or evil themes or foul fighting tactics. Sound / Noise: Manipulated waves of sound that have the property to go through shields or barriers. Gravity: Attacks that remove the ability to be airborne or exploit the airborne state to the max. Time: Moves that involve a partial or complete manipulation of time. Psychic: Moves that manipulate the mindscape and break the psyche. Chaos: Extremely chaotic moves, able to create various, sometimes uncomprehensible attacks. Ghastly / Spectral: Paranormal attacks usually involving otherworldly forces, hexes or rituals.
Material:
Plant: Attacks that can control the growth of flora and its life. Blood: Attacks that can control the life of fauna, including other living beings, and often have self-harming effects. Crystal: Moves involving the use of shiny objects like gems or razor-sharp cuts. Metal: Attacks involving the use of metal, blades or flash beams. Poison: Attacks that use poisoning damage in some way, and can poison other creatures. Plasma: Attacks that manipulate and concentrate pure plasma in ultra powerful moves. Bug / Insect: Moves involving the use of bug-like techniques such as stings. They usually carry the effects of other types.
Theorized:
Void: A certain type of attack that Mr. Flyman used to classify hyper dangerous attacks that can rip apart the very fabric of space. Mostly used for attacks made by the Time Twister and those that use Fourth Wall energy.
Furthermore, the place where a creature is born can give it extra natural resistance to specific types.
Examples:
Minifly Forest → Insect Tangled Jungle → Plant Dusty Desert → Earth Frozen Mountains → Ice Flyland's Harbor → Time Sunset Beach → Water Sunlight Capital → Light Moonlight Outskirts → Darkness Boundy Carnival → Chaos DM-TV Centrales → Electricity Slummy Sewers → Poison Deep-dark Mineshafts → Crystal Forgotten Cellar → Ghost Flyspire → Metal Flying Islands → Wind Volcanic Chambers → Fire Mr. Flyman's Lab → Plasma
The creatures receive half the damage of the type from which they benefit (x0.5).
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