It was an evening at a cemetery.
“Father, I come to visit you again. The driver who crashed you into death has been sent for a jail sentence. May your soul rest in peace. But, can you tell me where is my mother?” A man with black short hair and large red spectacles knelt on the ground while he put a bouquet of sunflowers on a grave,” He suddenly turned around and saw a woman in long green hair taller than him crying. A few droplets of tears dropped from her chin onto a maid dress.
“I was too late….” She said while looking at the grave.
“What do you mean by that? What is your relationship with him?” He said in a harsh tone while clenching his fists.
“I once served your birth mother. She has died due to a hit and run incident a few days ago. You had a mother who had disappeared after your birth, right?”
“Indeed. May I know what her name is?”
“Heylean Herbert,” His face turned pale.
“Oh my goodness….” He turned to the grave and looked at the name carved onto the grave, “John Cartel,”.
“Dad…so what you have said is true….”
“I thought I could have brought him to see her….”
“Don’t be too sad about it. Anyway, you don’t seem like you are a local person,”
“Indeed. I am from Srevensia, an alien planet very far away from here,”
“So that’s why you have a green hair like this,” He smelled some mint fragrance. “There isn’t any mint plant around here….”
“Notice this?” She pointed at a green gemstone with a mint leaf inside it. “I am a mint symbolian and the scent comes from this gem,”
“I guess it’s time to….” He turned around and walked slightly past her, but she quickly turned around.
“Will you migrate with me? Your late mother has inherited a large sum of wealth for you. This includes my job as a maid,”
“Then, will you bring me to her grave?”
“Definitely,”
“If that’s the case, will you give me a week to get things settled? I have to leave my jobs to someone else and prepare for a new life,”
“Definitely. Let’s meet here a week from now,”
“Deal,” The two walked away from the grave. A new life awaits them….
Srevensia
Sunday, 30 November 2014
Wednesday, 22 October 2014
Teaser 2
An extraterrestrial man with local genes....
A local woman who once a pro....
The two shall meet and change each other forever....
Coming soon 1 November 2014....
A local woman who once a pro....
The two shall meet and change each other forever....
Coming soon 1 November 2014....
Wednesday, 8 October 2014
Teaser
A man...who doesn't know his alien genes...has finally realized it...thus, his life will be changed forever....
Coming soon November 2014....
Coming soon November 2014....
Wednesday, 9 July 2014
Srevensia - Match Making Marauders Design Document Part G
Srevensia - Match
Making Marauders Style G Design Document
1. Concept
Srevensia - Match Making Marauders
Style G is a puzzle battle game. Players make matches of three to form spells
or barriers.
2. Goal
To reduce opponent’s HP from 25 to
0.
3. Disclaimer
Most of this document uses 2D rank 9
with standard rules as template. Additional rulesets and alterations for other
modes are detailed in additional game modes section.
4. Layout
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Force: 0
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Player HP: 25
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Enemy HP: 25
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Force: 0
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·
Leftmost and rightmost column: Force meter –
Keeping track of force accumulated.
·
Columns next to the force meter: HP meter –
Keeping track of players’ HP.
·
Purple boxes: Spell field – Contains spell
blocks for matching.
·
Red boxes: Player’s barrier counter – Keeping
track of the condition of player’s barrier.
·
Green boxes: Player’s barrier field – Keeping
track of the element & strength of player’s barrier.
·
Yellow boxes: Player’s barrier counter – Keeping
track of the condition of enemy’s barrier.
·
Blue boxes: Player’s barrier field – Keeping
track of the element & strength of enemy’s barrier.
·
Orange boxes: Turn counter – Keeping track of
how much turns have passed.
·
Pink boxes: Block replacement counter – Keeping
track of how matched blocks are changed.
·
Black boxes: Axis counter – Keeping track of which
axis the attacks and defenses go.
5. Gameplay mechanics
a. Matching
Matching is done by swapping spell
box so that three spell blocks of the same element/color form a
horizontal/vertical line. Non-matching swaps are penalized with 6HP reduction
and no force accumulation, which shall be explained in the force section.
When a spell block is swapped
horizontally, the resulting match from it becomes an attack which will be
always directed at the enemy. Conversely, when a spell block is swapped
vertically, the resulting match from it becomes barriers which will be always
directed at the player. Matched blocks are locked and treated as warps when
swapping with another block. However, when a match is done, the attack/barrier
does not move until both players have made [(number of row/colums+1)/2] moves.
When moving, blocks that clash with that of the enemy disappear and pass
through the player’s blocks.
In case of simultaneous matches, the
match from the spell block selected for swapping will become the first and the
next matches shall be alternating between attacks and barriers. If it is
originating from the same block, the blocks parallel to the direction of the
swapping would be the first.
Spell blocks always disappear after
matched and replaced with new ones. How does the spell blocks get replaced will
be detailed in the random number generator behavior section.
After 2 turns have passed, the
active barrier counters would switch sides, as indicated at the axis counter.
b. Elements
The spell blocks in the spell field
can be any of the nineteen elements of nineteen colors:
Color
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Element
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Star
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Fire
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Wood
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Water
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Ice
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Wind
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Poison
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Earth
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Sun
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Light
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Moon
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Dark
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Sound
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Neutral
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Steam
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Metal
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Crystal
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Thunder
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Cosmo
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Dimension
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Oracle
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c. Match effects
Every element has their own match
effect when attacking. The barriers also have their own effects:
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Element
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Match Effect
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Attack effect
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Barrier effect
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Fire
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Matching block clash through 1
enemy block. Damage +1 (stacks) if the block does not clash with any enemy
block.
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Minimum damage is set at 1
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Damage -1
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Water
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Cover 1 random block, prioritizing
matched blocks.
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Cover 1 block permanently
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Restore 1 block to normal
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Wind
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The next enemy’s match has the
match effect nullified.
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Ignore all enemy’s barrier
effects. Cannot stop spell effects.
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Ignore all enemy’s attack effects
when any of the blocks align with the barrier. Cannot stop spell effects.
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Earth
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Spin a random match with its
surrounding square area 90 degrees. Other matched blocks and warp blocks stay
at the same place.
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The match and the surrounding
square area are turned 90 degrees. Other matched blocks and warp blocks stay
at the same place.
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A random square area is turned 90
degrees. Other matched blocks and warp blocks stay at the same place.
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Light
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HP +1 if own HP is less than enemy
when clash with enemy block
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HP +1 if own HP is less than enemy
|
Get 1 force point per barrier
strength reduction
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Dark
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Bind 1 unmatched block permanently
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Bind 1 block permanently
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Seal the aligned enemy border for
2 turns
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Neutral
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Knockback 1 enemy block when
hitting
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Halves barrier defense (rounded
down).
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Bounce attacks at full power to a
maximum of the amount of barrier reduced.
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Metal
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Movement direction of a random
enemy block turns 90 degrees
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Attack direction of the matching
spell block always turns 90 degrees towards the enemy. Effect is overridden
if matching block is aligned with metal barrier.
|
Attack direction of spell blocks
aligned with barrier always turns 90 degrees towards the player when any
block is aligned with the barrier. Defense strength is reduced by 1 per block
affected. If barrier strength is insufficient to redirect attacks, blocks
nearest to barrier are affected first.
|
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Thunder
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A random matched player block is
duplicated to the other axis
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Matching block is duplicated to
the other axis. The duplicated block and the barriers hit by it have no
elemental effects.
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Duplicate enemy attack of the
block(s) aligned to the barrier to enemy other territory.
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Star
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The matching block changes element
to that of previous enemy match.
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Gain barrier of the enemy’s
element equal to half the difference between player’s attack and enemy’s
barrier strength when the attack does not break the barriers.
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Gain barrier of enemy’s element
equal to half the difference between player’s barrier strength and enemy’s
attack when the attack breaks the barriers.
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Wood
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Gain 1 force point
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Attack uses force points to break
enemy’s barrier when attack cannot break it at rate of 1:1, which does not
increase attack power when damage calculation is done. Gain force points when
matched if the effect cannot be triggered.
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Defense use force points to
withstand enemy’s attack when defense cannot withstand it at rate of 1:1,
which does not increase barrier strength when damage calculation is done.
Damage gain twice force points if effect cannot be triggered.
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Ice
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A block adjacent to the matching
block is treated as if matched.
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Activates a block adjacent to the
matching block and launch it as an attack with no elemental effects.
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Halves enemy attack power by half
(rounded down).
|
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Poison
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Posion 1 block which deals 1 HP
damage to the player who matched it.
|
Attack itself does not cause
damage. When hitting barriers, enemy barriers’ durability are reduced by 1
for 3 turns or until it is destroyed, whichever is earlier. When hitting
empty areas, the enemy’s HP is reduced by 1 for 3 turns.
|
A random enemy’s barrier has
durability reduced by 1 for 3 turns or until it was destroyed, whichever is
earlier. If there are no barriers, the enemy’s HP is reduced by 1 for 3
turns.
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Sun
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Randomly changes element of a random
block. Resulting match count as player’s.
|
Randomly changes element of a
random block. Resulting match count as player’s.
|
Randomly changes element of a
random block. Resulting match count as player’s.
|
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Moon
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Randomly shift a row/column. The
resulting match count as player’s
|
Shift the blocks aligned with
matching block in the direction of attack. Out of bounds blocks warp. Effect
is cancelled if hitting moon barriers.
|
Shift the blocks aligned with
barrier in the opposite direction of attack. Out of bounds blocks warp.
Effect is cancelled when defending moon attacks.
|
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Sound
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Change one of enemy’s filters to
that of player. If there are no filters, a filter is placed at a block
aligned with areas without barriers.
|
Creates a filter permanently.
Filter turns enemy attacks into defense pieces. Player 1’s filters are dotted
while player 2’s filters are dashed.
|
Change one of enemy’s filters to
that of player. If there are no filters, a filter is placed at a block
aligned with areas without barriers.
|
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Steam
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The matching block rises and destroys
everything in its path.
|
Rise a block. Rose blocks block
any blocks from getting through for one turn.
|
Raise a random the player’s
defense area that is not the one being hit. Rose defense area is invincible
for one attack.
|
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Crystal
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Reverses a random enemy’s block
movement direction.
|
Forms a mirror. Mirrors reflect
attacks when hitting the surface. Reflected attacks back to the player have
the damage and effect applied to the player.
|
Spins one mirror (90/number of dimension)
degrees across blocks but cannot spin out of bounds.
|
|
Cosmo
|
Shifts a random enemy’s block away
from the match via swapping with adjacent blocks. The blocks affected are
still treated as matched.
|
Creates a shifter. Shifters shift
an attack to an adjacent area randomly without changing its direction,
merging with another attack if applicable.
|
Spin a shifter 90 degrees
counterclockwise within the same block.
|
|
Dimension
|
Warped block is swapped randomly,
favoring match forming swaps. Match formed this way is always an attack with
blocks’ values doubled and resets the chain match order. If there are no
warps, a warp is created.
|
Forms a warp. Block swapping
bypasses warps. Warped blocks cannot be swapped. Matches involving warped
blocks gains double effect.
|
Warped block is swapped randomly,
favoring match forming swaps. Match formed this way is always an attack with
blocks’ values doubled and resets the chain match order.
|
|
Oracle
|
Turns a random matched enemy block
to an unmatched block. Other blocks previously matched with it are
unaffected.
|
Barrier hit by attack has
remaining barrier strength halved (rounded down) and reversed after the turn
ends. If barrier is destroyed, effect is applied to the next barrier
formation. Effect is cancelled if hitting oracle barriers.
|
Steals the strongest barrier to
defend. If player’s barrier is stolen, both barriers are destroyed. If
enemy’s barrier is stolen, player’s barrier is destroyed while enemy’s
barrier is restored at full power. If there are no barriers, barrier strength
is increased 25% (rounded down) before being destroyed.
|
All decimals are rounded down.
Attack effects always trigger first
and defense effect only triggers just before the attacks hit the barriers.
However, wind, earth and metal barrier effects trigger before the attack
effects trigger. Also, attack and defense effects are independent of each other
despite attack effects trigger first, i.e. attack and defense effects are
determined before they trigger.
Covered blocks are marked with blue
background and do not contribute to attack or form barrier pieces. Water blocks
cannot be covered.
Bound blocks are marked with black
background, and unmovable and unmatchable. Dark blocks cannot be bound.
Sealed borders, as marked with X in
barrier counters prevent barrier collection.
Poisoned blocks are marked with
yellowish green border. Poison blocks cannot be poisoned.
Reversed barriers have the texts
strikethrough, have negative values during calculation and have strength
reduced when joining other barriers. Oracle barriers cannot be reversed.
Rose blocks are marked with sky blue
diagonal line. Rose barriers are marked with sky blue border shared with status
bar. Steam blocks cannot be rose.
Mirrors are marked with dark gray
diagonal line. Crystal blocks cannot have mirrors.
Filters are marked with light purple
borders. Sound blocks cannot have filters.
Shifters are marked with dark tan
diagonal line. Cosmo blocks cannot have shifters.
Warped blocks are marked with light
red borders. Dimension blocks cannot have warps.
Barriers change their elements when
joined, but attacks on the same direction act independently.
Match effect that involves blocks
affect blocks in the matched blocks path. If the effect cannot be triggered
normally, they will trigger randomly at other areas of the spell field.
Only one block effect can be applied
to one block at any time. If any effect causes multiple block effects appear on
the same block, the effects are reapplied until multiple block effects do not
appear on the same block.
d. Calculations
Attack Damage=Attack-Defense
(minimum 0)
Actual Damage=Attack Damage+Damage
effect Modifiers (minimum 0)
Force Accumulated=Actual Damage
e. Spells
Before spells can be cast, players
must pay 10 force points, which shall be signified by the force gauge turning dark
blue. Then, a match must be done or no spells will be cast. The element of the
match done determines what spell is cast:
|
Element
|
Spell
|
Effect
|
|
Fire
|
Inferno
|
Deal 7 damage to enemy
|
|
Water
|
Rain
|
Cover (number of elements)
blocks for the remainder of the battle unless they are matched
|
|
Wind
|
Breeze
|
Enemy's attack &
barrier effects are disabled for 4 turns
|
|
Earth
|
Earthquake
|
All matched blocks turn 90
degrees clockwise before elemental effects trigger for 4 turns
|
|
Light
|
Luminate
|
Heal 7 points
|
|
Dark
|
Shockwave
|
Seal all opponent's border
for 4 turns
|
|
Neutral
|
Spike
|
Reduce all enemy barrier
strength by half (rounded down) and deal damage equal to half difference
between number of barriers affected (whichever is higher on the same axis) and
number of purple blocks in field
|
|
Metal
|
Rotator
|
The next 8 turns has the metal
attack effect stack upon all player’s attacks.
|
|
Thunder
|
Thunderstorm
|
The next 8 turns has the
thunder attack effect stack upon all player’s attacks.
|
|
Star
|
Shine
|
The next 4 turns have star
match effects stacked upon all player’s attacks and defenses
|
|
Wood
|
Supply
|
The next 4 turns have wood
match effects stacked upon all player’s attacks and defenses
|
|
Ice
|
Freezing
|
The next 4 turns have ice
match effects stacked upon all player’s attacks and defenses
|
|
Poison
|
Poisoning
|
All barriers and the
player’s HP are reduced by 1 for 3 turns.
|
|
Sun
|
Shine
|
Board reset without force
penalties.
|
|
Moon
|
Blanket
|
All blocks move right 1
unit and up 1 unit. Matched blocks are unaffected. Blocks warp through
matched blocks and playfield.
|
|
Sound
|
Pulse
|
Convert 4 enemy filters to
that of player’s. If there are fewer filters, new filters are made.
|
|
Steam
|
Emission
|
Raise 4 random blocks and
2 random player’s defense areas.
|
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Crystal
|
Bling
|
Add 4 mirrors randomly
|
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Cosmo
|
Phase
|
Add 4 shifters randomly
|
|
Dimension
|
Wormhole
|
Forms 4 warped blocks
randomly
|
|
Oracle
|
Yin Yang
|
The next 4 turns have
oracle match effects stacked upon all player’s attacks and defenses
|
Once the cost was paid, the player
cannot do the same again for the remainder of battle. All spells are considered
attacks and chain match rules apply as detailed in matching section. Only one
force may be activated at one time and the match effect rules for normal
matches apply as detailed in the match effect section.
Only spell can be cast. When
multiple possible spell effects trigger, the matching block is used to
determine the spell cast.
f. Random number generator behavior
Random numbers are generated without
regards of the board condition. The numbers fill from left to right, followed
with top to bottom. In case of multiple matches, the match done by the matching
block gets priority. Subsequent matches fill normally.
g. Board resets
When there are no match is possible,
all of the blocks in the spell field will be replaced with new ones and both
players’ force gauges are reset to 0.
h. Bonuses for matching more than 3
blocks
Matching more than three blocks of
the same element grant additional value to the block used to form the match by
the number of extra blocks matched. However, covered blocks do not count when
determining the value.
If a simultaneous match occurs, the
blocks are used to form matches gain value equal to (number of simultaneous
matches – 1).
6. Options
The game mechanics are partly
customizable through the below options:
-
Attack only: All matches turn into attacks
without regard of any way the match was done
-
Adjacent match: Any three or more blocks which
are adjacent to any of themselves counted as a match
-
Diagonal recognition: Diagonal matches are
allowed
-
90 degree: matches done horizontally form
barriers and matches done vertically form attacks
-
Parallel siege: matches done parallel with axis
form attacks, matches done perpendicular with axis form attacks
-
Perpendicular siege: matches done perpendicular
with axis form attacks, matches done parallel with axis form attacks
-
Non-matching spells: Spells can be activated
without needing to match. With this option, players select a spell before match
starts and it become the only spell usable for the players for the remainder of
the battle.
-
Chain behavior V2: Matches after the first
retain the same attack/defense property of the first match
-
Board pre-match: Allows the spell field at reset
having matches already
-
Force matchable blocks: The random number
generator will attempt to form potential matches
-
Block chain matches: The random number generator
will prevent additional matches after existing ones
-
Inward gravity: Instead of the blocks being
replaced, the blocks are pulled towards the barrier field and blocks filling
the blanks.
-
Outward gravity: Instead of the blocks being
replaced, the blocks are pulled away from the barrier field and blocks filling
the blanks.
-
Fixed gravity: Instead of the blocks being
replaced, the blocks are moving in a fixed random direction determined at the
start of the battle and blocks filling the blanks.
-
Extended game: Both players start with 50HP.
Spells are available once between 50 to 26 HP and another between 1 to 25 HP.
If player does not activate force when HP is between 26 to 50 HP, the spell is
considered wasted even when HP is restored back into range.
-
Long game: Both players start with 100HP. Spells
can be cast up to 4 times, but a cooldown period of 6 turns is imposed after a
spell was cast before the next one can be cast.
Chain behavior V2 and attack only
options are mutually exclusive. Only one of 90 degree, Parallel siege and
Perpendicular siege option can be active.
7. Alterations for other game modes
a1. 1D modes
The barrier fields at the left and
right sides are enabled while the ones at top and bottom are disabled. As such,
there is no barrier field switch per 2 turns. Rank 8 mode and thunder and metal
elements are unavailable for this game mode.
a2. 2D quad play modes
The field is exactly the same, but
the attack direction changes every turn. After determining who gets to play
first, the second player is the player opposite to the first player, the third
player to the left and the last to the right. When attacking, the player’s
first turn attack is towards the enemy opposite to the player, the second turn
towards the enemy left to the player and the third turn towards the enemy right
to the player. The cycle then repeats for the subsequent turns. Players are not
eliminated when HP turn 0 until only one player has HP remaining.
a3/1. Tag team assault mode
Gameplay is similar to 2d quad play
modes, but players play in a team with combined HP. Team players are aligned 90
degrees with each other and turn order becomes Team 1 player 1, Team 2 player
1, Team 1 player 2 and Team 2 player 2. Team mates do not attack each other and
player’s attack alternates between the two enemies.
a3/2. Tag team defense mode
Gameplay is similar to 2d quad play
modes, but players play in a team with combined HP. Team players are aligned
opposite with each other and turn order becomes Team 1 player 1, Team 2 player
1, Team 1 player 2 and Team 2 player 2.
a3/3. Tag team break mode
Gameplay is similar to tag team
defense mode, but the goal is to reduce own team’s HP to 0 before opponent
does.
b1. Rank modes
Elements are fixed and the board
length is equal to that of number of elements in play. The rank modes are as
follows:
Element
|
Rank 1
|
Rank 2
|
Rank 3
|
Rank 4
|
Rank 5
|
Rank 6
|
Rank 7
|
Rank 8
|
Rank 9
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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b2. Standard modes
Elements are chosen randomly before
battle starts and board length is equal to number of elements in play. The
possible number of elements is as follows:
Name
|
Number of elements
|
Easy
|
5
|
Medium
|
6
|
Intermediate
|
7
|
Advanced
|
8
|
Expert
|
9
|
Ultimate
|
10
|
b3. Casual modes
Elements are chosen randomly, but
the board length is 1 more than number of elements in play. The possible number
of elements is as follows:
Name
|
Number of elements
|
First
|
4
|
Learner
|
5
|
Novice
|
6
|
Amateur
|
7
|
Semi-Pro
|
8
|
Professional
|
9
|
9. Thunder element
behavior in 2D quad play mode
In 2D quad play mode,
thunder element behaves differently than in 2D advanced mode. When the
attacking direction is to the enemy opposite of the player, the duplicate attack
will be directed to either left or right side randomly. The similar applies
with other attack directions.
10. Spells exclusive to
Non-matching spell option
Name
|
Effect
|
Free Swap
|
Allows a block to switch places
with another one. Resulting matches have the matching block values tripled.
|
Power Up
|
Increase all player’s barrier
strength by 1.
|
Power Down
|
Decrease all enemy’s barrier
strength by 1.
|
Aligner
|
Align player’s barrier to enemy’s barrier
based on enemy’s barrier strength.
|
Disperser
|
Align enemy’s barrier away from
player’s barrier field as much as possible, but the resulting damage is
halved.
|
Barrier Break
|
Destroys all enemy’s barriers.
|
Reinforce
|
Convert barriers aligned to matched
blocks into attacks.
|
Roar
|
All attack blocks have elemental
effects active for 3 times.
|
Soar
|
All barriers have elemental
effects active for 3 times.
|
11. Legal
This work is licensed under the
Creative Commons Attribution 4.0 International License. To view a copy of this
license, visit http://creativecommons.org/licenses/by/4.0/. With that, as long
as attribution is given by linking back to the blog and crediting this document
to Murazrai, there shall be no restrictions of using or adapting this document,
including for commercial purposes.
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