Combo - Printable Version +- Naruto, Ninja Arts! (https://narutoninjaarts.net) +-- Forum: Suggestions (https://narutoninjaarts.net/forumdisplay.php?fid=8) +--- Forum: Game Mechanics (https://narutoninjaarts.net/forumdisplay.php?fid=12) +--- Thread: Combo (/showthread.php?tid=46) |
Combo - Indigo - 04-02-2015 combo would be weaker, but attacks frequent and escaping isnt easy there are dozens of different moves you can add into your personal combos, enemy can counter combos if they time themselves between your attacks, stronger the attack more time there is between when combo is made it makes scroll into inventory like custom jutsu named by user combo is intiated like custom jutsu except you need to be 1 tile close user can have multiple different combos Countering: to counter you need to do combo or punch between enemy attacks punch = end combo combo = start your own combo also one doing combo can always stop combo in mid aslong as his move isnt countered if attack comes from outside it disrupts the combo and ends it Making Combo combo moves are made like signature jutsu but you do each move in combo one by one first you choose strength, after that you choose one special effect of that move Length of combos is issued by level Level 10 = 1 move Level 20 = 2 moves Level 30 = 3 moves Level 40 = 4 moves Level 50 = 5 moves Level 60 = 6 moves Level 70 = 7 moves Level 80 = 8 moves Level 90 = 9 moves Level 100 = 10 moves Strength you can put 10 points in strenght, this adds damage but also increases counter time 1 point = 0.1x tai and 0.1 seconds between attack so with all points its 1x tai and 1 seconds between attack special effects stun - cant counter next hit adds 0.3 seconds between attack cripple - chance to cripple on hit, adds 0.1 seconds between attack bleed - causes bleed on hit, adds 0.2 seconds between attack element - causes elements effect on hit - adds 0.3 seconds between attack knockback - stops combo and knocks enemy back, no effect on time shunshin - teleports behind enemy, can be used to gain better position or continue combo after knockback ---------------------------------------------------------- Clan and Proff stuff can be done seperately ---------------------------------------------------------- Clan Unique effects - clans would get 2 moves along with normal moves to add into combo jyuuken - does takes chakra and blocks tenketsu, no effect on time kuushou - knockback, adds 0.3x dmg, adds 0.2 seconds between attack dog - dog joins to do combo with you, time between attacks lower by 0.1 tsuuga barrage - does move 3 times in one, adds 0.1 seconds between attack shar freeze - will make enemy unable to counter next two hits, adds 0.3 seconds between attack genjutsu - catches enemy in genjutsu, adds 0.1 seconds between attacks yanagi no mai - does yanagi no mai, ends combo (cause it knocksback) tsubaki no mai - adds bleed on hit, no effect on time bubun baika - knockback, adds 0.5x dmg, adds 0.3 seconds between attack nikudan sensha - does move 3 times in one, adds 0.1 seconds between attack shinranshin - will make enemy unable to counter next hit, adds 0.1 seconds between attack shintenshin - user gains control of enemy body, combo ends, adds 0.5 seconds between attack mushidama - drains 20% of enemy chakra, adds 0.3 seconds between attack kidaichu - does 0.2x extra damage, adds 0.1 seconds between attack kage mane - catches enemy, ends combo, 0.5 seconds between attack Proff unique effects - proffs would get 1 move along with normal moves to add into combo place clay - puts clay on enemy for user to blow with katsu, adds 0.2 seconds between attack gogyuo fuuin - seals enemy stats half, adds 0.2 seconds between attack tsutenkyaku - knocks enemy and anyone near, ends combo, adds 0.3 seconds between attack puppet summon - puppet joins to do combo with you, time between attacks lower by 0.1 dokuken - poisons on hit, adds 0.1 seconds between attack goken - increases damage by 0.2x, no effect on time |