📗 Information
This guide is meant to assist in the creation of Character’s for Zame’s Battle Simulator for unexperienced players in a 1v1 Format. The Battle Simulator (or Battleness) is a website ran by Zame, which runs their code, the Battle Simulator itself. Zame inputs the stats and techniques of characters into the simulator, gives them a set of actions they can do, and rewards them for certain behaviours to push to act more intelligently.
1.2. Body Points
The Body Points section of this guide will cover what costs Body Points, any anything that is importantly related. Characters start off with 52 Body Points (BP) to spend, and any excess that they do not spend becomes 4 Magic Points (MP) each. They can spend these BP to increase any of their stats to a certain tier, or to unlock other abilities.
1.3. Magic Points
The Magic Points section of this guide will cover what costs Magic Points, and anything that is importantly related. Characters additionally have Magic Points (MP) which they use to spend on their Techniques, and any effects they may have. Characters additionally have anywhere between 15-35 MP to spend, which Zame chooses through a random number generator.
1.4. Battle Actions
The Battle Actions section of this guide will cover what actions characters can perform in battle and anything that is importantly related. Every Character has a list of actions it can perform during a battle; these can range from offensive actions such as moving towards the opponent and attacking or more defensive ones such as preparing to dodge attacks or reinforcing. Characters can additionally unlock more Actions they can perform.
1.5. Other
The Other section of this guide will cover topics regarding the Battle Simulator that do not fit in the previous categories but remain important enough to require mentioning.
2. BODY POINTS
2.1. Stats
Putting 1 of your Body Points into a Stat increases its Tier by 1. The list of stats is… Strength – Starts at 1, which is T9, capped at T2 Durability – Starts at 2, which is T9, capped at T2 Speed – Starts at 2, which is T8, capped at T1 Stamina – Starts at 2, which is T9, capped at T1 Energy – Starts at 100, which is T6, capped at T2 Efficiency – Starts at 1, which is T6, capped at T2 Output – Starts at 6, which is T6, capped at T2 Intelligence – Starts at 1 and scales differently For a majority of Stats, increasing in a tier will double that stat, the exceptions to this are… Speed which increases by about 1.5* each tier Output which increases by about 2.45* each tier Intelligence which does not function like other stats A basic explanation for each stat is as follows… Strength – Determines your power with physical attacks, dealing 0.5-1* of your strength as your damage. Durability – Determines the amount of damage you can take. Speed – Determines how often a character can act. Stamina – A resource, which is consumed for physical actions, such as attacking or moving. Energy – A resource, which is consumed for magical actions, such as using your technique or reinforcing. Efficiency – Determines how costly it is to consume energy, each stat halves the cost. Output – Determines the power of your techniques, dealing 0.8-1* of a percent of your output as your damage. Intelligence – Determines how intelligent your character is
Below is a table of stats.| Strength | Durability + Stamina | Speed | Energy | Efficiency | Output |
|---|---|---|---|---|---|
| Tier 1: 256 | Tier 1: 512 | Tier 1: 51.3 | Tier 1: 3200 | Tier 1: 32 | Tier 1: 529 |
| Tier 2: 128 | Tier 2: 256 | Tier 2: 34.2 | Tier 2: 1600 | Tier 2: 16 | Tier 2: 216 |
| Tier 3: 64 | Tier 3: 128 | Tier 3: 22.8 | Tier 3: 800 | Tier 3: 8 | Tier 3: 88 |
| Tier 4: 32 | Tier 4: 64 | Tier 4: 15.2 | Tier 4: 400 | Tier 4: 4 | Tier 4: 36 |
| Tier 5: 16 | Tier 5: 32 | Tier 5: 10.13 | Tier 5: 200 | Tier 5: 2 | Tier 5: 15 |
| Tier 6: 8 | Tier 6: 16 | Tier 6: 4.5 | Tier 6: 100 | Tier 6: 1 | Tier 6: 6 |
| Tier 7: 4 | Tier 7: 8 | Tier 7: 3 | Tier 7: 0 | Tier 7: 0 | Tier 7: 0 |
| Tier 8: 2 | Tier 8: 4 | Tier 8: 2 | N/A | N/A | N/A |
| Tier 9: 1 | Tier 9: 2 | N/A | N/A | N/A | N/A |
2.2. Perks
Spending 9 Body Points allows you to put on the list to get access to a Special Perk. These perks all revolve around unlocking access to T1 of a stat/s currently. There are a limited number of perks, so if more Perks are purchased then perks available then there is a chance those points are wasted. Players purchasing a Perk will be rolled for every perk, and whatever perks they roll they may choose to take, then any perks declined are spun again, with any people who have spent all their perks no longer being involved. Successfully acquiring a perk will cover the cost of getting the stat, i.e. getting T1 Strength wouldn’t cost 9 and then an additional 8 Points, it would already be covered by the Perk’s Cost. The list of perks is… T1 Strength – Has 2 Available T1 Durability – Has 2 Available T1 Strength and Durability but be Heavenly Restricted – Has 2 Available T1 Energy+3 BP – Has 1 Available T1 Efficiency+3 BP – Has 1 Available T1 Output+3 BP – Has 1 Available
2.3. Weapons
Spending 5 Body Points allows you to claim a weapon. Similar to perks, Weapons are limited however unlike Perks, purchasing a weapon allows you to choose which Weapon you get from the available options and can be done at any time, as long as a weapon is available. Weapons come with powerful effects, usually regarding the physical attack of a character, providing damage bonuses, utility, range or other effects, usually at the cost of increased stamina drain. Characters may still attack without using their weapon, and attacking with it becomes an action they unlock by having a weapon. Weapons also come with a durability. This is drained whenever the character is attacked while blocking with their weapon. A character choosing to block with their weapon is an action unlocked by having a weapon. If a Weapon is destroyed during combat, it is lost for the duration of the tourney. Refer to here to find the weapons available and their effects…
2.4. Healing
Spending 5 Body Points unlocks the ability for your character to heal. As an action, your character will now be able to consume energy to heal themselves a percentage of their max durability. Efficiency plays two roles within healing being decreasing the cost and… Increasing the minimum percentage of health restored. For reference T2 Efficiency would guarantee you heal at least 50% of your health, T1 would heal 100% and T3 would heal 25% at a minimum.
2.5. Domains
You may spend 2 or 4 Body Points to unlock a domain, 2 being a non-Magic Domain and 4 being a Magic Domain. Having a domain gives your character the option to open their domain, at a tier of their choosing. This tier is only used when clashing against other domains, with the one with the highest tier collapsing the other, if they are equal, they enter a domain clash where neither apply their effects, until only one of the participants is active or until the clash ends. Domains last for 6 turns, and the ability to properly use a domain is put on cooldown whenever a fighter tries to open their own. Having your domain active provides a 33% buff to your stats regardless of the kind of domain you have. Having a Magic Domain however allows you to imbue a technique into it. At the start of every turn, this technique is applied to every target, ignoring range, if this is a buffing or healing technique, it will target you. If this is a damaging or debuffing technique it will target every opponent. Opponents may still open their domain while within a Domain, and either begin or join a domain clash or collapse the domain if their domain is of a higher tier. Domains have a base cost of 100 Energy and have 4 Tiers; each Tier up doubles the cost. Magic Domains also have double the cost of a non-Magic Domain.
2.6. Anti-Domain Techniques
The other counter to a domain is using an Anti-Domain Technique. There are 4 choices you can choose to purchase. Hollow Wicker Basket – Costs 2 Body Points As an action, your character may consume a base of 50 Energy to avoid the Surehit Effect of a Domain Falling Blossom Emotion – Costs 3 Body Points As an action, your character may establish a ‘shield’ with durability that equals a percentage of your Output. Your character will also choose a tier to perform Falling Blossom Emotion, with each Tier increasing the percentage of Output and increasing the cost. Falling Blossom Emotion starts at T4 with 12% of your Output and adds another 6% for every Tier. New Shadow Style: Simple Domain – Costs 3 Body Points As an action, your character may establish a ‘shield’ with a set amount of durability, according to the tier they cast it at. Simple Domain starts at T4 with a cost of 50 Energy and a durability of 10, with both doubling with every Tier. Domain Amplification – Costs 4 Body Points As an action, your character may establish a ‘shield’ (with the same amount of durability as a Simple Domain) with one of two bonus effects, either gaining Negation equal to the amount of durability, or preventing Surehit effects. Domain Amplification starts at T4 with a cost of 100 Energy and a durability of 10, with both doubling with every Tier.
3. MAGIC POINTS
3.1 Techniques Characters have 15-35 Magic Points to spend on their technique. Your techniques must follow a theme that is based on your innate technique, you must be able to justify the effects of your technique. There are 4 kinds of techniques you can create: Lapse Techniques – Have a base cost of 4 and have a standard max of 8 MP which can be used for the effects of the technique. Every technique starts with one free Lapse Technique. Extension Techniques – Have a base cost of 2 and have a standard max of 5 MP which can be used for the effects of the technique. Reversal Techniques – Reversals are Free, however you can only have 1 reversal per lapse and require you have Healing to be used and have a standard max of 8 MP which can be used for the effects of the technique. Maximum Techniques – Have a base cost of 6 and have a standard max of 15 MP which can be used for the effects of the technique. You may only have 1 Maximum Technique normally, however, can have more if you justify it. You can increase the amount of MP you can spend on Technique Effects by giving your Technique a Cooldown. Each turn of Cooldown increases the limit by 1 MP, with a max of 3 Turns. Each type of technique has a different base energy cost.
3.2 Technique Effects
Techniques can spend Magic Points in order to have effects, and the following is a table that shows the cost of effects. The effects applied to a technique make it cost more energy.
| COST | OUTRIGHT | LINGER | CHANCE | CRIT |
|---|---|---|---|---|
| 1 | 0.15 | 0.1 | 0.1 | 1.15 |
| 2 | 0.25 | 0.2 | 0.25 | 1.35 |
| 3 | 0.45 | 0.35 | 0.5 | 1.55 |
| 4 | 0.6 | 0.55 | 0.75 | 1.75 |
| 5 | 0.8 | 0.75 | 1 | 2 |
| 6 | 1 | 0.95 | 1 | 2.5 |
| COST | RANGE | KB/PULL | STUN | PENETRATION |
| 1 | 10 | 0.15 | N/A | 0.1 |
| 2 | 25 | 0.35 | 1 | 0.25 |
| 3 | 50 | 0.55 | N/A | 0.4 |
| 4 | 100 | 0.65 | 2 | 0.65 |
| 5 | 200 | 0.85 | N/A | 0.85 |
| 6 | 400 | 1 | 3 | 1 |
| COST | BUFF/DEBUFF | RCT BUFF | EFFECT DURA | MOVE |
| 1 | 0.2 | false | 1 | 1-5 |
| 2 | 0.4 | false | 2 | 5-15 |
| 3 | 0.6 | false | 3 | 15-30 |
| 4 | 0.8 | false | 4 | 30-60 |
| 5 | 1 | true | 5 | 60-120 |
| 6 | N/A | N/A | 6 | 120-200 |
| COST | ENERGY- | STAM- | HEAL | CHANTABLE |
| 1 | 0.05 | 1 | 2 | N/A |
| 2 | 0.15 | 2 | 4 | true |
| 3 | 0.3 | 4 | 8 | N/A |
| 4 | 0.5 | 8 | 16 | N/A |
| 5 | 0.75 | 16 | 32 | N/A |
| 6 | 1 | 32 | 64 | N/A |
The Damage done by a Technique all stems from the Outright Damage, which is the percentage of your Output equal to the Tier of Outright Damage. Techniques that target the opponent require a Range or otherwise will require you to be on the same position of your opponent to hit. Any effects that require damage (Linger Damage, Crit Bonus, Knockback/Pull, Reinforcement Penetration and Energy Steal) require Outright Damage and will base their percentages off that. Pull will however not pull the enemy past you. Stuns will prevent the target from performing that amount of their next actions and is not based on turn. Any effects that require a duration (Linger Damage, Buffs/Debuffs and RCT Buff) require Effect Duration. Stun is an exception to this as it works on actions and not turns. Buffs/Debuffs work on the stats a character has, and may target Strength, Speed or Output, increasing that stat by a percent amount, according to a tier. Linger Damage currently works similarly to Stuns but this is planned to change. Each stat you want to affect must be another instance of a Buff/Debuff on the technique. RCT Buff gives you the ability to heal as if you spent the 5 BP for the duration of the buff, this includes being able to use reversals if you had any.
3.3 Shikigami
You may make Shikigamis for your Technique, doing so will let your character summon them, as well as command them while they are alive. If they die during battle, they’ll remain dead for the rest of the battle. You may have as many Shikigami as you like, and you may give them techniques, which follow the same costs as they would on you, but Shikigami cannot summon Shikigami. Shikigami also additionally start with 1 Free Lapse Technique as well as 10 Free MP you can spend on them. Shikigami can spend MP in two other ways, for the duration they are active and for the stats they have. A Shikigami will last… Until the end of the turn if you spend No Points. 1 additional turn if you spend 1 Point. 3 additional turns if you spend 2 Points. 5 additional turns if you spend 3 Points. Infinite turns if you spend 4 Points. A Shikigami has Three Stats to spend MP on: Strength, Durability and Speed. They use your Output and Efficiency regarding techniques, have unlimited Energy and Stamina and do not have intellect. Shikigami’s Additionally have T1 Strength and Durability Unlocked however, going from T2 to T1 will cost 4 MP instead of 1 MP, but otherwise their stats function the same to you.
4. BATTLE ACTIONS
4.1. Attack
Your character may choose to Punch or Kick, this will do damage based on your Strength stat and consume a small amount of stamina. This damage is subject to a random roll between 50-100%. Kicks consume 4x the Stamina and do 1.5x damage. These attacks also only have a range of 1. If they are out of range, they will miss.
4.2. Technique
Your character may choose to use one of their Techniques, activating it and consuming energy based on the kind of technique and the effects it has. Using a Reversal while they do not have healing unlocked does nothing. If the technique has to target an opponent and that target is out of range, it will miss.
4.3. Engage/Disengage
Your character may choose to Engage or Disengage, this is the easier form of movement characters have, engaging will bring your character closer to a target, rolling a distance of 50-100% of your Strength, engaging will never bring you past your target. Disengaging performs the same roll but is away from the opponent and thus doesn’t have any additional limitations.
4.4. Dodge
Your character may choose to Dodge, attempting to avoid any attacks thrown after them for the duration of a turn. If they are attacked before they choose to Dodge, they will not dodge that attack.
4.5. Reinforce
Your character may choose to Reinforce either their Strength or Durability. Reinforcing costs 10 energy, which is doubled for every Tier of Reinforcement and has 8 Tiers. Reinforcing will always be a higher, or equal if it cannot be higher, Tier then the stat being reinforced. Reinforcing Strength sets your Strength to that amount, whereas Reinforcing Durability adds that much Durability to your own. Reinforcing will last 3 turns.
4.6. Nothing
Your character may choose to rest and do nothing. This recovers a small amount of Stamina.
4.7. Unlockable Actions
Having a weapon gives your fighter the ability to attack or block with it. Attacking with a weapon is a separate action to Punching or Kicking and either may be done instead. Attacking with a weapon applies its attributes, having a different damage roll, stamina costs and different ranges. Blocking with a Weapon will cause any damage you would take to be consumed by the Weapon instead, with each Weapon having an amount of Durability, which if runs out destroys the Weapon for the remainder of the tourney. Unlocking Healing gives your character the option to heal in exchange for energy. The minimum percent amount of health Healing will heal is equal to your Tier in Efficiency, with T1 being 100% and every Tier below halving each time. Unlocking a Domain gives your character the choice to open their domain, with 4 Tiers. Each Tier doubles the cost with a base cost of 100, which doubles each Tier they go up. Magic Domains double the cost. Unlocking an anti-Domain Technique lets your character use their anti-Domain Technique.
5. OTHER
5.1. Fighting Styles
Your character can have 1 of 8 fighting styles.
Berserker – Behaviour rewards dealing damage
Survivor – Behaviour rewards keeping high health and penalises taking damage
Bully – Behaviour rewards dealing damage and harshly penalises taking damage
Balanced – Behaviour rewards dealing damage and penalises taking damage
Finisher – Behaviour heavily rewards dealing damage when the opponent’s health is low
Conserver – Behaviour rewards efficient use of energy
Summoner – Behaviour rewards summoning Shikigami
Random – Behaviour does something random
5.2. Action Meter
Turns are comprised of 4 Action Ticks. During each Action Tick a character will add their Speed to their Action Meter. If this would make the Action Meter exceed 100, the character will immediately perform an Action, with the excess not being wasted and carrying over.
5.3. Position
Characters start on a random position between -30 and 30. Shikigami’s are summoned on the same position as their summoner. Position is used to factor in range, and if the distance between the target and the user is greater than the range then the target will be missed.
5.4. Body Durability
Character’s individual body parts are damaged with attacks but can be repaired with Healing. A body part being destroyed causes
Head –
Torso –
Eyes –
Right Arm –
Left Arm –
Right Leg –
Left Leg –