A downloadable tool

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An object-based battle engine for Twine and SugarCube 2.x.

  • Spice up your game with a bit of turn-based combat
  • Add friendly units dynamically anywhere in your story passages
  • Includes critical hits, experience levels, and repair/healer units
  • The demonstration project is populated with Apple-computers, but this setting can be easily customized for classic fantasy or any other theme
  • The demonstration project’s GUI is formatted in colour-coded CSS and tooltips

BoBe in more detail

All units are assigned the following attributes:

  • Name/type
  • Experience level & experience points
  • Attack
  • Defence
  • Current hitpoints & maximum hitpoints

Example unit: <<set $g3 to { name: "Power Mac G3", level:1, exp:0, attack: 2, defend: 1, hp: 5, hp2: 5, hit:0}>>

Your units are stored in an array called $geekforce while the enemy's goes into  $e_force.

Your units' odds for scoring a hit are at a steady 50% (in the current version) with a 25% chance for that being a critical hit

There are two types of strategies to choose from for each turn: offensive and defensive. They affect both yours and your foe's attacks.

1) The offensive damage formula: you vs foe
A value between 1 and your unit's max. attack points MINUS a value between zero and 50% of the enemy unit's defensive rating

1.1) The offensive damage formula: foe vs you
A value between 1 and foe unit's max. attack points MINUS a value between zero and 50% of your unit's defensive rating 

2) The defensive damage formula: you vs foe
A value between 1 and your unit's max. attack points MINUS a value between zero and 75% of the enemy unit's defensive rating

2.1) The defensive damage formula: foe vs you
A value between 1 and foe unit's max. attack points MINUS a value between 2 and 100% of your unit's defensive rating

Simply put, the defensive strategy protects your units, which may be low on hitpoints, at the expense of your offensive capabilities.

Also, using defensive strategy lowers the potential critical hit damage of both parties to 110% of attacking unit damage, which is down from 150% used with offensive strategy.

On random occasions, units failing to score a hit will not be reported as the "unit misses" event doesn't feature any other functionality.

In-Battle Experience Gains

Your units have a 10% chance of gaining additional experience points even when they miss. These gains are based on a unit's experience level (e.g. a level 5 unit gains between 1 and 5 points during these events).

EXP Mechanics

All of your units are distributed experience points for each enemy you defeat. Your units gain a minimum of 1 exp and a maximum of 80% of the max. hitpoints of the enemy in experience points (e.g. a foe with 80 max. hp would potentially give your unit 64 exp).

When your unit's experience points exceed its current experience level * 12, it levels up. Upon leveling up your unit gains 5% more in maximum hitpoints. Your units aren't automatically healed/repaired after each fight unless a healer unit is in your party. In the demonstration project, Geek Force, your party has a Technician who acts as a healer unit.

Plans for next version (0.1.1)

  • Battle fatigue
  • Battlefield weather effects

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

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Click download now to get access to the following files:

BoBe010.html.zip 4 kB

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