Quickness: Difference between revisions
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→Action Points: mention ±10% random variance; this is also on the action cost page and i'm not sure how best to merge the two |
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The player and most other characters have a default QN value of 100. That value can be modified by a variety of factors. | The player and most other characters have a default QN value of 100. That value can be modified by a variety of factors. | ||
Quickness can't be adjusted during character generation, and is not affected by other attributes, such as | Quickness can't be adjusted during character generation, and is not affected by other attributes, such as [[Agility]]. | ||
== How Quickness Works == | == How Quickness Works == | ||
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Most actions consume 1000 action points by default, which means that a character typically takes only one action per turn, such as moving one space, attacking one enemy, or equipping an item. Unspent action points are carried over to a character's next turn. For example, if a character has a quickness value of 125, they generate 1250 action points per turn. If the character attacks each turn, they use 1000 action points and carry over the extra 250 action points to their next turn. After four turns have passed, the character will have accumulated 1000 extra action points and will be able to attack two times in a single turn. | Most actions consume 1000 action points by default, which means that a character typically takes only one action per turn, such as moving one space, attacking one enemy, or equipping an item. Unspent action points are carried over to a character's next turn. For example, if a character has a quickness value of 125, they generate 1250 action points per turn. If the character attacks each turn, they use 1000 action points and carry over the extra 250 action points to their next turn. After four turns have passed, the character will have accumulated 1000 extra action points and will be able to attack two times in a single turn. | ||
Actions that cost action points vary randomly by ±10% of their cost.{{Code Reference | class = GameObject | method = UseEnergy(int, string, string, int?, bool)}} Thus, even when two creatures have the same quickness, one of them will occasionally be able to act twice before the other can. | |||
=== Free Actions === | === Free Actions === |