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Game Mechanics Part 11

  • LMPGames
  • 06/14/2023 05:27 AM
Game Mechanics Part 11

Welcome back for part 11 of this game mechanics blog series. Today we're going to be discussing equipment types and the equipment system, the magic naming convention I mentioned in part 10, and go over how the Steal and Snatch mechanics will work.


1 slot, 2 slot, 5 slot, 6 slot
The Legend of Emilar will feature a custom equipment system powered by YanFly's Equipment Core plugin. Similar to the way equipment is handled in ARPGs like Diablo and Torchlight, you will find that you will be able to fully equip your characters with gear.

Available equipment slots will include two weapon slots, one of which can also be used for a shield, a headgear slot, body slot, leggings slot, and a boot slot.
In addition there will be four ring slots, five accessories slots (1 pendant, 2 earring, and two armlet slots).

Most of these are self-explanatory, but let's talk specifically about the accessory slots and accessories in general before going over all of the equipment types.

You probably noted above that there are what amounts to 9 accessories slots. The game will allow a massive amount of customization of your character through the use of accessories and each type of accessory has a specific purpose or a set of them.

Pendants, for example, will generally deal with status effect related options. These range from reducing tiered status damage, to nullification of a status effect, to auto-abilities that are put into effect at the start of battle.

Rings have two main focuses: magic stat buffs or elemental effects. You may find rings that increase your MP, enhance your magic attack/defense, or that might give you elemental resistance buffs and even some that will allow you to absorb elements and amplify elemental damage.

Armlets will be focused on the physical side of things by granting attack and defense buffs. Some may even give you access to new skills while they are worn.

Earrings will be exclusively used for increasing max MP, reducing MP costs, and elemental resistance buffs.

There will be a number of armor types. These include Light Armor, Medium Armor, Heavy Armor, Magic Armor, Robes, Boots, Shoes, Greaves, Leggings, and other types.

I won't break down the type of armor by class as we kind of already did that in a previous blog, but I will explain some of these groups.

The different weight-class armors are body armor for non-mages. As you work your way up these class trees, you will gain access to heavier types of armor, usually. Some class trees, like the Thief tree, can only use Light Armor and then Medium at Tier 2.

Magic Armor is a special category of armor that is planned for use with specific Compound classes and the Grand classes. These pieces of armor are incredibly rare and usually very powerful. That also means getting them is generally going to be hard.

There will be a number of weapon types in the game including the following: one-handed swords, two-handed swords, daggers, scythes, maces, rods, staves, short bows, long bows, crossbows, tomes, gloves, lances, guns, and claws.

Each weapon type is used by at least one class and each type of weapon has special traits that affect the stats for that weapon.

One-handed swords are your bread and butter sword type. They have all-around good stats, but don't excel at anything in particular. They can be dual-wielded with other one-handed swords or any other equipment that only requires one hand such as a shield or dagger.

Two-handed swords take up both weapon slots. While they have greater attack power, they also are heavy and so they reduce your agility slightly. Some two-handed swords will have armor piercing traits.

Daggers are small, light-weight weapons. These can easily be dual-wielded and while they feature low damage, they increase your agility.

Scythes are one of the heaviest weapons in the game. They feature a fairly decent penalty to your agility, but feature high damage and more armor penetration than two-handed swords. These also take up both weapon slots.

Maces are a stable of the Cleric tree. They offer a solid, weighty weapon with good damage for a small reduction in agility.

Rods are primarily for magic casters. They feature both physical and magic attack damage buffs, though the physical side is lower. There are some rods that are full staff and take up both weapon slots. These ones feature greater magic damage and may have unique traits.

Staves are pretty much the same as rods, though they have equal parts magic and physical attack buffs. As a trade off, staves generally reduce your agility slightly.

Short bows take up both weapon slots and feature slightly higher agility and average physical damage buffs. These bows cannot fire more than once.

Long bows are just better versions of the short bow, although some of them can fire multiple shots.

Crossbows are the high damage bow-class ranged weapon. They do high damage and have good armor penetration. They do have a modest impact to your agility though.

Tomes are the high-powered magic caster items. They take up both of the weapon slots and feature higher magic damage, but cannot be used to attack physically. Some tomes also have extra magic buff traits in exchanged for increased MP consumption.

Gloves are the main pugilist weapon and can be dual-wielded. Gloves will increase your agility and feature good physical damage, but will leave you open to taking more damage.

Claws are pretty much the same as gloves, but they do more damage. Most claws also feature bleeding abilities.

Lances are the weapon of the Dragoon. Jump abilities can only be used when a lance is equipped and most lances require both weapon slots, though some rare ones can be dual-wielded.

Guns are the strongest ranged weapon, but lower your agility and require ammo that can be hard to find at times. Most guns feature some level of armor penetration, but some of the stronger and more specialized ones can be quite nasty.


Cracking the magic name code
In Emilar, most magic will be named based on a convention system that replaces the name of the element with something more unique and also contains a level naming system inspired by Dark Ages/Final Fantasy.

Each element has a lore-based name and those are as follows:
Fire - Ard
Wind - Pho
Earth - Rhys
Water - Waise
Light - Tial
Shadow - Jor`Bal
Ice - Cyl
Thunder - Zal

Non-Elemental doesn't have a name in this system. Each of these element names is paired up with the level of the spell. There are currently 6 level designations and more will likely be added over time:

Level 0 (Novice magic) - Estol
Level 1 - Baes
Level 2 - Bast
Level 3 - Sol
Level 4 - Sola
Level 5 - Scran
Level 6 - Tsvar

So if you see something casting Sola Ard, you're about to be hit by a level 4 fire spell. Each level gives a damage buff to the spell:

Level 0: none
Level 1-2: +0 base damage and +15% ~ 25% Magic Attack
Level 3-4: +15 base damage and +25% ~ 50% Magic Attack
Level 5: +24 base damage and +50% ~ 75% Magic Attack
Level 6: +38 base damage and +75% ~ 120% Magic Attack

The base damage buff is added to the elemental base damage and then added to the base damage of the skill or spell. The Magic Attack is an additional calculation added to the damage formula for that spell level.


Steal from the rich
Emilar will feature two stealing systems. The first is a traditional steal system where you have a chance of stealing a random stealable item. The second is the Snatch system, if you have played Jimmy and the Pulsating Mass you may have seen this in action.

Both systems are implemented through YanFly plugins. Each enemy will have at least two items that can be stolen. The type of item depends the class of enemy. Stealing from a bat isn't likely to bag you a weapon, for example.

There will be gear, class traits, and status effects to help improve your chances of stealing stuff.

Snatch is a bit different. The Snatch system shows you a list of the items you can steal and the chance to steal them. This allows you to do pin-point stealing so if you are grinding for certain items, it becomes a lot less RNG-based and you don't have to worry about grabbing something you don't need.

Another additional feature Emilar will be using in certain battles will be the steal debuff system. This is a system where stealing certain gear from an enemy debuffs them.

As an example, say the boss is wearing a piece of armor that you can steal/snatch. If you manage to grab it, the boss will lose the benefits that armor provided it and be weakened.

Right now I am only planning on using this on Humanoid variants, bosses, and super bosses. I might expand it to other enemy types though.

Well that is all I have for this week. Comments/Questions below, as usual. I will see you next week for part 12.