Dragonball Z: Eternal Saga
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Creation Guideline

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Creation Guideline Empty Creation Guideline

Post  Shenron Fri Sep 30, 2011 2:05 pm

Effect Table
Below is a table of effects which will directly influence your creation of custom techniques here on Dragon Ball Z Eternal Saga. Your custom techniques will vary from defense such as shields, barriers and walls and attacks which will include, but not limited to, beams, spheres, balls, explosive waves as well as physical attacks with various effects. Note that there are 6 different levels for each effect which represents their potency and as your character grows in power they will have access to different these different stages making their techniques both formidable and dangerous.

Code
Effect
Brief
L1
L2
L3
L4
L5
L6
FRM
Form
Type or shape of attack
--
--
--
--
--
--
PRC
Pierce
Piercing attacks, technique multiplier
x1.5x2.0
x2.5
x3.0
x4.0
x6.0
CUT
Cutting
Cutting attacks, technique multiplierx1.5
x2.0
x2.5
x3.0
x4.0
x6.0
IMP
Impact
Impact attacks, technique multiplierx1.5x2.0
x2.5
x3.0
x4.0
x6.0
EXP
Explosion
Explosion attacks, technique multiplier
x1.5
x2.0
x2.5
x3.0
x4.0
x6.0
STA
Status Effect
Stun, Burn, Freeze, Sleep etc (number of effects per tech)
1
--
2
--
--
3
CHR
Charge
Add unit on damage multiplier
--
0.3
--
0.6
--
1.0
EXPA
Explosion Area
Measurable scale of damage
--
Room
House
Field
Town
City
AFS
Aftershock
Distance enemy travels after attack hits (feet)
10
20
50

80
100
SHD
Shield
Shield, Barrier, Defend from damage (multiply to defense)
x1.2
x1.8
x2.3
x2.8
x3.8
x5.8
BRGE
Barrage Projectile
Number of small - average projectiles
6
12
18
24
30
36
BRGP
Barrage Physical
Number of physical attacks
6
12
18
24
30
36
DEN
Density
Reinforce attack or defense multiplier
x0.1
x0.2
x0.3
x0.4
x0.5
x1.0
BND
Binding
Capable of binding
Low (1 post)
--
Medium (2 post)--
--
High (3 posts)
BND-
Bind Breaking
Capable of breaking bind
Low
--
Medium
--
--
High
DEB
Debris
Size of debris projection
Sand
Pebbles
Stones
Boulder
Ground slate
Avalanche
DLY
Delayed Effect
Number of posts tech effect can be delayed before occurring
1
2
3
4
5
6
AOE
Area of Effect
The size or girth of a technique
Small
Average
Large
Huge
Massive
Gargantuan
RNG
Range
Range of technique before it dissipates (meters)
100
500
1000
2000
4000
6000
CNT
Control
The ability to control the trajectory of tech once fired
Minuscule
Novice
Adept
Expert
Master
Effortless
MLT
Multiple
Number of large projectiles
--
--
2
--
3
4
MAT
Materialize
Size of object creation
Dagger
Large Hammer
Car
Truck
House
Large Building
Effect Level Requirement
Level 1 - 100 Intelligence per effect
| 200 Zenni per effect | 1 action point per effect | 50 energy per effect
Level 2 -
500 Intelligence per effect | 1,000 Zenni per effect | 1 action point per effect | 100 energy per effect
Level 3 - 700 Intelligence per effect | 2,000 Zenni per effect | 2 action points per effect | 200 energy per effect
Level 4 - 1000 Intelligence per effect | 3,000 Zenni per effect | 2 action points per effect | 300 energy per effect
Level 5 - 2000 Intelligence per effect | 6,000 Zenni per effect | 3 action points per effect | 400 energy per effect
Level 6 - 3000 Intelligence per effect | 8,000 Zenni per effect | 3 action points per effect | 500 energy per effect

Managers Note At any given time you can only have a MAXIMUM of 5 effects per technique however form (FRM) does not count as one of these effects nor does it require payment to obtain. All techniques must have form (FRM) to describe what kind of technique it is (offensive, defensive, beam, ball, bomb etc)

Example
Lets say I wanted to create an offensive technique with 4 level 1 effects. To go about that I would use the below template

Technique Name
Description: Description on what the technique is, how it is executed and what it looks like
Effects: The effects contained in the technique, remember your limit is 5 excluding Form (FRM)
Ki Consumption: How much total ki is consumed by this technique. Add the effect requirements together to get this number
Action Consumption: The amount of actions required to execute this attack, add the effect requirements to get this number
INT Requirements: The total amount of INT required to learn and use this technique
Cost: The amount of zenni needed to "purchase" this technique

Destruction Shine
Description: A ball of energy which is charged in Ooins left hand, once it is shot it attracts debris which surrounds the ball of ki adding to its destruction potential. Once it makes contact with the opponent it acts pushes against him/her until they are consumed by it.
Effects: FRM, IMP (2), CHR (2), DEN (1), RNG (1), DEB (3)
Ki Consumption: 500
Action Consumption: 6
INT Requirements: 1,800
Cost: 4,400 zenni

Just to explain this a little further the effects consist of these:
Form, Impact level 2, Charge level 2, Density level 1, Range level 1 and Debris level 3.
The action consumption is based on the levels next to the effects which equate up to 6.
The cost is once again based on the number of effects and also each levels cost.
Shenron
Shenron
Admin

Posts : 34
Join date : 2011-08-29

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