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(Combat Modes)
(User Interface)
 
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==Need Meters==
 
==Need Meters==
  
Health, Energy, Water, Food, Rest, and Temperature are important factors players must tend to in the game. If any of these drop below 50% you will feel their effect just as you would in real life. To check your meters, open the palm menu and you will see the meters.
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Health, Energy, Water, Food, Rest, and Temperature are important factors the player must tend to in the game. If any of these drop below 50% they will feel their effect just as they would in real life. To check these meters, simply open the palm menu.
 
 
<div class="b2a" style="text-align: right"><em>Click on each of the buttons below to read more about them.</em></div>
 
  
 
<html>
 
<html>
 
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<div>
<div style="text-align: right">
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<a id="link_1" class="mclick" style="color: #cf3c3c">Health</a>  
<a id="link_1" class="mclick" style="border-bottom: 1px solid #cf3c3c">Health</a>  
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<a id="link_2" class="mclick" style="color: #ffda44">Energy</a>  
<a id="link_2" class="mclick" style="border-bottom: 1px solid #ffda44">Energy</a>  
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<a id="link_3" class="mclick" style="color: #5da3d5">Water</a>  
<a id="link_3" class="mclick" style="border-bottom: 1px solid #5da3d5">Water</a>  
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<a id="link_4" class="mclick" style="color: #c25e42">Food</a>  
<a id="link_4" class="mclick" style="border-bottom: 1px solid #c25e42">Food</a>  
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<a id="link_5" class="mclick" style="color: #643ca6">Rest</a>  
<a id="link_5" class="mclick" style="border-bottom: 1px solid #643ca6">Rest</a>  
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<a id="link_6" class="mclick" style="color: #43b393">Temperature</a>
<a id="link_6" class="mclick" style="border-bottom: 1px solid #43b393">Temperature</a>
 
 
</div>
 
</div>
 
  
 
<div id="div_1" class="togbox-meter">
 
<div id="div_1" class="togbox-meter">
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<h2 style="border:0;color:#43b393">Temperature</h2>
 
<h2 style="border:0;color:#43b393">Temperature</h2>
 
<ul class="vspace tealdiamond">
 
<ul class="vspace tealdiamond">
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<li>This meter keeps your character informed about the current temperature.</li>
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<li>If the temperature changes, the meter's icon and color will change as well, to inform you about your status.</li>
 
<li>Extreme temperatures will trigger an imminent death debuff, which can only be removed by raising or lowering your temperature meter.</li>
 
<li>Extreme temperatures will trigger an imminent death debuff, which can only be removed by raising or lowering your temperature meter.</li>
 
</ul>
 
</ul>
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==Combat==
 
==Combat==
<html><img src="http://terrarp.net/resources/wiki/combat.png" class="fimg" style="width: 350px"></html>
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<html><img src="http://terrarp.net/resources/wiki/phb1.png" style="margin-left: 20px;float:right"></html>
 
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When in combat, the player must utilize their character’s mastery to defeat the opponent. Mastery allow the player to obtain game-like skills with which they can wield both magic and weaponry. The current tier of each respective mastery is indicative of the complexity and efficiency of these skills.
Masteries allow the player to obtain game-like skills with which they can wield both magic and weaponry. The current tier of each respective mastery is indicative of the complexity of these skills.
 
 
 
Each mastery has a unique skill set that varies in terms of speed, damage, and vulnerabilities. All weapons and magic have their own tactical advantage depending on the situation.
 
 
 
<ul class="vspace tealdiamond">
 
<li>Players can identify the danger levels of enemies by the color of their name.</li>
 
<li>Attacking an enemy’s vulnerabilities may do more damage than usual.</li>
 
<li>The remains of enemies do not disappear after death.</li>
 
</ul><br>
 
 
 
http://terrarp.net/resources/wiki/threatmeter.png
 
 
 
==Combat Modes==
 
 
 
In your settings, you have two combat options: Assist Mode and Free Mode. You may freely switch between them, but only out of combat.
 
 
 
<table width="100%" border="0" class="infobox progression">
 
    <tr>
 
      <td><span style="color:#3ea3b2">Assist Mode</span></td>
 
    </tr>
 
    <tr>
 
      <td width="20%">Physical</td>
 
      <td>To execute a skill, simply start the motion and your body will automatically carry through with the complete skill. This is similar to how Mages have to open their UI and tap a spell to cast it.</td>
 
    </tr>
 
    <tr>
 
      <td>Magic</td>
 
      <td>In this mode, the user can simply swipe their hand in any direction to bring up a panel with available spells. Tap on a spell and they will automatically begin to recite. Once a spell is completed, the game will also assist the user with aiming to reduce the chance of missing.</td>
 
    </tr>
 
    <tr>
 
      <td><span style="color:#3e5ab2">Free Mode</span></td>
 
    </tr>
 
    <tr>
 
      <td>Physical</td>
 
      <td>In this mode, you must memorize all of the motions of a particular skill to execute it. This mode gives you a lot more movement options, allowing you to transition into other skills or perform combos more easily. If you mess up a motion, your skill won't be as effective and you open yourself up to retaliation. This is similar to how you can cast magic without opening the UI by memorizing the incantation and reciting it correctly.</td>
 
    </tr>
 
    <tr>
 
      <td>Magic</td>
 
      <td>In this mode, the user must memorize the incantation of their spell and pronounce every word correctly or the spell will not cast. Worst, the wrong spell may go off. Once the spell is completed, the user will have to aim using their own skills. This mode allows one to quickly cancel their spell, switch to another one, or weave it into other attacks seamlessly rather than having to open your UI and scroll through the spell list.</td>
 
    </tr>
 
</table><br>
 
  
==Spellcasting Modes==
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Each mastery has a unique skill set that varies in terms of speed, damage, and vulnerabilities. All weapons and magic have their own tactical advantage depending on the situation and opponent.
  
Spellcasting requires an incantation specific to the spell be recited. Powerful spells take longer to channel and consume more energy. Injury or other distraction may interrupt spellcasting. There are two methods to cast spells in TS.
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The player may select one of two modes of combat, which can be changed at will once the player has disengaged from battle.
  
 
<table width="100%" border="0" class="infobox progression">
 
<table width="100%" border="0" class="infobox progression">
 
     <tr>
 
     <tr>
 
       <td width="20%"><span style="color:#3ea3b2">Assist Mode</span></td>
 
       <td width="20%"><span style="color:#3ea3b2">Assist Mode</span></td>
       <td>In this mode, the user can simply swipe their hand in any direction to bring up a panel with available spells. Tap on a spell and they will automatically begin to recite. Once a spell is completed, the game will also assist the user with aiming to reduce the chance of missing.</td>
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       <td>This mode allows the system to help the player fight by auto-completing various movements and rituals. Auto-completion is activated by initiating the desired attack or spell, enabling players to become familiar with new weapons and incantations, but limits the player’s ability to combine skills.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
 
       <td><span style="color:#3e5ab2">Free Mode</span></td>
 
       <td><span style="color:#3e5ab2">Free Mode</span></td>
       <td>In this mode, the user must memorize the incantation of their spell and pronounce every word correctly or the spell will not cast. Worst, the wrong spell may go off. Once the spell is completed, the user will have to aim using their own skills. This mode allows one to quickly cancel their spell, switch to another one, or weave it into other attacks seamlessly rather than having to open your UI and scroll through the spell list.</td>
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       <td>This mode allows the player full control over their actions. Weapon skills must be mastered and incantations memorized as the system will no longer provides any kind of assistance. This freedom enables the player to combine skills and execute actions faster.</td>
 
     </tr>
 
     </tr>
 
</table><br>
 
</table><br>
  
==Player vs Player==
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==Enemies==
  
<span style="color:#d52f3e;margin-top: 25px;">Player Killing (PK)</span> can happen anywhere other than designated safe zones. If the PKer killed another player unprovoked, they will be marked and other players may kill them without penalty. The assaulted player may also retaliate and kill their assailant with no consequences.
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<html><center><img src="http://terrarp.net/resources/wiki/e1.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e2.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e3.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e4.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e5.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e6.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e7.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e8.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e9.png" alt="e" class="enemybar"></center></html>
  
<span style="color:#24afdd;margin-top: 25px;">Duel</span> happens when a person accept a duel request. The first to have their HP hit 10% will lose. Players cannot die in duels. Also, HP do not reset after a duel.  
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<ul class="tealdiamond">
 
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<li>Players can identify the danger posed by enemies by the color of their name.</li>
<span style="color:#dd7b24;margin-top: 25px;">War Zone</span> When a player enters this zone, killing other players will not incur PK penalties.<br>
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<li>The scale ranges from white (harmless) to black (immortal).</li>
 
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<li>Attacking an enemy's specific vulnerabilities may do more damage than usual.</li>
<span class="b2a">OOC Note:</span> There is no PvP system on Terra RP. Staff will not adjudicate PvP either, please do not pester them.
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<li>The remains of enemies do not disappear after death.</li>
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</ul><br>
  
 
==Player Information==
 
==Player Information==
 
<html><img src="http://terrarp.net/resources/wiki/id.png" class="fimg" style="width: 150px;margin-top: 0"></html>
 
<html><img src="http://terrarp.net/resources/wiki/id.png" class="fimg" style="width: 150px;margin-top: 0"></html>
All information related to your character (mastery, name, inventory) as well as minor real life info (Name, birthday, sex, IP) are completely private.  
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Players cannot view each other's user interface. Personal details such as mastery levels, items, and real life information is only accessible by their owner. This makes it impossible to distinguish NPCs from regular players unless they are somehow exposed – whether by choice, force, or accident.
  
You can hand pick specifically what you want to show people via a share feature. You cannot fake info with said share feature. Some players use this to establish trust, while others might gather info to sell to third parties.
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Players may utilize the game's Investigation Mode to reveal the names of both players and NPCs.
 
 
Everyone can lie about any or all of their info. This fake info will show up in your UI until proven otherwise (via an info share). Players can freely edit incorrect information. When a player joins a party, their name will show up in the party window.
 
  
 
==User Interface==
 
==User Interface==
  
 
<ul class="vspace orangediamond">
 
<ul class="vspace orangediamond">
<li><span style="color:#da682f">Palm Menu:</span> <html><a href="https://i.imgbox.com/ZgzBHbu4.png" target="_blank">Concept Picture</a></html> To access the game's menu, simply form a fist tightly and open your hand quickly. A phone-like menu will appear in your palm that you can use to check your needs meters or other parts of the game.</li>
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<li><span style="color:#da682f">Palm Menu</span> The game's menu is accessed by forming a tight fist and opening it quickly. A <html><a href="https://image.ibb.co/fg8gzG/palm_menu.jpg" target="_blank">phone-like menu</a></html> will appear in the player's palm that they can use to check their need meters or other parts of the game.</li>
 
 
<li><span style="color:#da682f">Panels:</span> Concept Picture. All of the buttons that you press in your Palm Menu will give you a manipulable flat panel that you can use to interact with the game.</li>
 
 
 
<li><span style="color:#da682f">Communication:</span> Concept Picture. You can message and chat with people in real time. Under-construction.</li>
 
 
 
<li><span style="color:#da682f">Party List:</span> Concept Picture. When you are in a party, will see your allies' status below your HP and EP bar. To see this information more clearly, you can summon panels that will follow you as you move.</li>  
 
  
<li><span style="color:#da682f">Monster:</span> <html><a href="https://i.imgbox.com/WlvDrpO4.png" target="_blank">Concept Picture</a></html> You can only see a monster's health bar when you aggro it. Any statuses it may have will appear under the health bar.</li>
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<li><span style="color:#da682f">Party List</span> When in a party, the player can open a panel that contains the information of all party members, including health, energy, and status effects.</li>  
  
<li><span style="color:#da682f">Investigation Mode:</span> <html><a href="https://i.imgbox.com/AHLWVogi.png" target="_blank">Concept Picture</a></html> When you want to carefully study your surroundings, you can activate the Investigation Mode by putting your index and middle finger on your temple. This will allow you to pull as much information as you are able to in the area you are focused on. Note that you cannot see objects or names of people you don't know. <em>While in investigation mode, your eyes will slightly light up with a random color.</em></li>
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<li><span style="color:#da682f">Investigation Mode</span> If the player wants to study their surroundings, they can activate the <html><a href="https://i.imgbox.com/AHLWVogi.png" target="_blank">Investigation Mode</a></html> by placing their index and middle finger against their temple. When they want to disable it, the gesture is simply repeated. This mode allows the player to obtain information about the area they are focusing on.</li>
 
</ul>
 
</ul>
  
[[Category:Core Reading]]
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[[Category:Important]]

Latest revision as of 06:08, 19 January 2018

Need Meters

Health, Energy, Water, Food, Rest, and Temperature are important factors the player must tend to in the game. If any of these drop below 50% they will feel their effect just as they would in real life. To check these meters, simply open the palm menu.

Health Energy Water Food Rest Temperature

Health (HP)

  • Your character will die if this meter hits zero.
  • Health does not recover while you are in combat.
  • Health regeneration is slow. Sleep hastens this process.
  • If you become sick, you will receive a debuff that negatively affects health regeneration and causes realistic discomfort.

Energy (EN)

  • You consume energy when performing physically demanding tasks or use magic.
  • When your meter is depleted, you will fall unconscious until your energy is restored by at least 10%.
  • Your energy will restore itself as long as you do not perform any physically demanding tasks.
  • Sleep hastens the rate of restoration.

Water

  • Your character must drink water in order to survive.
  • Your character can survive for three (3) days without water.
  • This meter will decrease at a faster rate in warmer environments.
  • When this meter is low, your health and energy will no longer recover.
  • It is a good idea to bring water on long travels.

Food

  • Eating food will boost health regeneration and energy restoration.
  • You can survive without eating for up to 2-3 weeks.
  • When this meter is low, your health and energy will no longer recover.
  • It is a good idea to bring food on long travels.

Rest

  • A full rest meter will last roughly 17 hours out of combat.
  • Your character needs at least 6-7 hours of sleep to replenish their rest meter.
  • Your character will fall unconscious when their rest meter is depleted.
  • In-game sleep may substitute sleeping in real life.
  • During the logout process, you may choose to leave your character in an unconscious state or exit the game.

Temperature

  • This meter keeps your character informed about the current temperature.
  • If the temperature changes, the meter's icon and color will change as well, to inform you about your status.
  • Extreme temperatures will trigger an imminent death debuff, which can only be removed by raising or lowering your temperature meter.

Combat

When in combat, the player must utilize their character’s mastery to defeat the opponent. Mastery allow the player to obtain game-like skills with which they can wield both magic and weaponry. The current tier of each respective mastery is indicative of the complexity and efficiency of these skills.

Each mastery has a unique skill set that varies in terms of speed, damage, and vulnerabilities. All weapons and magic have their own tactical advantage depending on the situation and opponent.

The player may select one of two modes of combat, which can be changed at will once the player has disengaged from battle.

Assist Mode This mode allows the system to help the player fight by auto-completing various movements and rituals. Auto-completion is activated by initiating the desired attack or spell, enabling players to become familiar with new weapons and incantations, but limits the player’s ability to combine skills.
Free Mode This mode allows the player full control over their actions. Weapon skills must be mastered and incantations memorized as the system will no longer provides any kind of assistance. This freedom enables the player to combine skills and execute actions faster.

Enemies

e e e e e e e e e

  • Players can identify the danger posed by enemies by the color of their name.
  • The scale ranges from white (harmless) to black (immortal).
  • Attacking an enemy's specific vulnerabilities may do more damage than usual.
  • The remains of enemies do not disappear after death.

Player Information

Players cannot view each other's user interface. Personal details such as mastery levels, items, and real life information is only accessible by their owner. This makes it impossible to distinguish NPCs from regular players unless they are somehow exposed – whether by choice, force, or accident.

Players may utilize the game's Investigation Mode to reveal the names of both players and NPCs.

User Interface

  • Palm Menu The game's menu is accessed by forming a tight fist and opening it quickly. A phone-like menu will appear in the player's palm that they can use to check their need meters or other parts of the game.
  • Party List When in a party, the player can open a panel that contains the information of all party members, including health, energy, and status effects.
  • Investigation Mode If the player wants to study their surroundings, they can activate the Investigation Mode by placing their index and middle finger against their temple. When they want to disable it, the gesture is simply repeated. This mode allows the player to obtain information about the area they are focusing on.