Forum:KHL Battle System

Stats
In the beginning (at Lvl 5), you get 20 Stat Points to spread across STR, DEF, MAG and SPD. Each time a character levels up, he/she gets 4 new stat points to spend. You must always remember to reveal your stats at the beginning of a battle.


 * STR (strength) : The strength status determines the damage you deal in every hit (ex.: 5 STR points = Normal melee damage is 5).
 * DEF (defense) : The defense status determines your Health Points (HP) and your melee damage resistance (for every 10th DEF point, the melee damage resistance is increased by 1. Therefore, if someone attacks you with the strength of 5, you only take 4 damage).
 * MAG (magic) : The magic status determines your Magic Points (MP/Mana) and your magical damage resistance (for every 5th MAG point, the magical damage resistance is increased by 1. Therefore, if someone attacks you with the magical power of 10, you only take 9 damage).
 * SPD (speed) : The speed status determines interactive (who goes first) and dodge.

To find out your current stats, do it like so:


 * Melee Damage : Your STR stat equals your damage.
 * Magical Damage : Your MAG stat + the basic damage of the chosen spell (see the next paragraph for the basic damage of each spell).
 * Health Points (HP) : Your DEF stat, times five + 100 (100 is the basic HP)
 * Magic Points (MP/Mana) : Your MAG stat, times five + 100 (100 is the basic MP)
 * Ability Points (AP) : Your current level divided by 2 (odd numbers go up, ex.: lvl 5 → 3)
 * Command Points (CP) : Your current Command level levels up on it's own and gets 1/10 the total experience for every enemy you defeat (lvl. 1 = 3 CP, lvl. 2 = 4 CP... etc.)

Normal Attacks
One can only use one Normal Attack each turn. Normal/Melee attacks inflict damage equal to the characters STR stat.

Magic and Special Attacks
One can only use one Magical Attack each turn. Magical attack have greater damage that melee attacks, but at the cost of your Magic Points.

Any Spell the character knows can be added to the character attack list, no limit to their quantity. They naturally have their cooldown, but other spells can be casted while one is reloading.

Special Attack adding to the attack list has a limit; You can only have as many Special attacks as your Command Points!. The Special attacks have a cooldown as well, but while one is cooling down, another Special Attack can not be used, and the character must rely on normal attacks, Magic or items during that reload period.

Each spell has a basic damage, and when added with the MAG stat of the caster, you get the spells current damage. Each spell can be upgraded, to -ra and then -ga, each upgrade increases the basic damage of the spell by 10. Note, that while you can use the -ga type of a spell, the -ra and normal type is still accessible, though they cost less MP and deal less damage. Here is the list of basic damage for each spell:

Fire : DMG=10 - MP=5

Fira : DMG=20 - MP=10

Firaga : DMG=30 - MP=15

Blizzard : DMG=10 - MP=5

Blizzara : DMG=20 - MP=10

Blizzaga : DMG=30 - MP=15

Thunder : DMG=15 - MP=10

Thundara : DMG=25 - MP=15

Thundaga : DMG=35 - MP=20

Cure : HP=25 - MP=10

Cura : HP=35 - MP=15

Curaga : HP=50 - MP=25

Reflect : DMG REF=20 - MP=15

Reflera : DMG REF=30 - MP=25

Reflega : DMG REF=40 - MP=30

Some characters with elemental powers (other than Fire, Blizzard, Thunder, Cure and Reflect) can use other kinds of spells. Those magic spells are sorted under Special Magic, they are usually about as powerful as normal magic, but may have side effects, but all have a cooldown, just like normal magic. Some of them are listed here below:

Water : DMG=20 - MP=10 - Element=Water

Aero : DMG=1+ - DMG REF=-1 - MP=25 - Lasts=5 turns - Element=Wind

Terra : DMG=20 - MP=10- Effect=May cause a short KO - Element=Earth

Demi : DMG=20 - MP=15- Effect=May cause darkness - Element=Darkness

Light : DMG=10 - MP=5- Effect=May cause lightburn - Element=Light

Illusion : DMG=20 - MP=10- Effect=May cause confusion - Element=Illusion

Sonore : DMG=20 - MP=10 - Effect=May cause petrifaction - Element=Sound

Acid : DMG=20 - MP=10 - Effect=May cause poison - Element=Poison (Acid)

There are lots of more Special Attacks that are not listed here above (both elemental and non-elemental).

Limit Breaks are sorted as Special Attacks, and therefore have a cooldown of 5 turns. Limit Breaks can however not be used until the 10th turn of the battle.

Drive Forms
Drive Forms are a state where the characters stats are boosted, and therefore giving greater damage and defense. While one is in a drive, he can also use the drive form's abilities, which are usually listed on the character's Ability page.

To go in a drive form, one must have a (at least one) full Drive Bar. One drive bar equals 100 Drive points. Drive forms last (at least) 3 turns, but can last longer when leveled up or by equipping Form Boost. The number of Drive bars needed and the duration of the drive is different for different Drive Forms.

The Drive Points are increased by 10 for every hit made, but if Drive Boost is equipped, this number is increased to 15. And if one has Damage Drive equipped, the DP (Drive Points) will be increased by 5 for every hit taken (10 with Drive Boost also equipped).

Items
The Items allowed are most of the healing items in the Kingdom hearts universe, here's the list:

Potion : Restores 20 HP Hi-Potion : Restores 30 HP Mega-Potion : Restores 25 HP of all party members Ether : Restores 25 MP Mega-Ether : Restores 25 MP of all party members Elixir : Restores 40 HP and 40 MP Megalixir : Restores 40 HP and 40 MP to all party members

You can only have as many items on you as you you have Item Slots. You begin with 3 item slots, and one is added for every 10th level.

Battle
Here is the battle "phase" explained.

Setup
When you set up the "battle screen", you use the following coding:

 note: 

name= your name

text= your speech text

action= your action

HP= your current HP

MP= your current MP

DP= your current DP

HPstat-= your HP minus (optional)

HPstat+= your HP plus (optional)

MPstat-= your MP minus (optional)

MPstat+= your MP plus (optional)

DPstat+= your DP plus (optional)

oppname=your opponents name

oppaction= your opponents action

oppHP= your opponents HP

oppMP= your opponents MP

oppHP-= your opponents HP minus (optional)

oppMP-= your opponents MP minus (optional)

Example
In this example/preview, we are going to use two characters, named Joe Kerr and Lou Zar, both with the same stats:

Joe Kerr and Lou Zar

Lvl : 5

STR : 5

DEF : 5

MAG : 5

HP : 125

MP : 125

DP : 0

AP : 3

CP : 3

Special attacks : Nothing, Emptyness, Pain

Item slots : 3

Items : Potion x3

Melee Move
Now to show how to make a "normal move" (melee attack):

Offensive
Offensive magical moves are when used are Offensive spells. This is how you make one:

Defensive
Defensive magical moves are when used are Healing or Reflective/Protective spells. This is an example of using a healing spell:

And this is an example of using a reflective spell:

Special Move
Special moves are when someone uses a special attack of his. A special move has a two turn cooldown! (but remember that you can still attack normally or use spells during this cooldown). This is how you make one:

Victory
There are two ways to win a battle:
 * 1) You win a battle once your opponent's HP reaches 0
 * 2) You win if your HP is higher than your opponents when the battle is over (due to any reason)

After ones player has lost the battle, the following message is placed on the bottom of the fight:


 * Lou Zar has lost to Joe Kerr!