These ideas probably will require quite a rewrite of the current battle system. It'll probably be left for last. Weapons will need several notetags I guess:
- weapon:melee
- weapon:ranged
- weapon:rangedmelee (spear)
- shield:bashable
- Melee can't attack Flying
- Melee can counter Flying attacks
- Ranged can attack Flying
- Magic can attack Flying
- Flying is extra vulnerable to parry/counter
- Flying usually has a lower magic def?
- Flying can attack Flying
- Flying creatures can't block (they are too busy keeping themselves in the air)
- Flying Ranged creatures are more vulnerable to ranged weapons or magic?
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Block:
- No attack opportunity
- Absorb: 75% chance to absorb x% of the damage
- Parry: 0%
- Counter: 0%
-
Parry:
- No attack opportunity
- Absorb: 0% chance to absorb x% of the damage
- Parry: 60% to parry the attack and make the enemy miss
- Counter: 25% chance to counter the attack; making the enemy miss and doing x% damage of your regular attack to the enemy
-
Counter:
- No attack opportunity
- Absorb: 0% chance to absorb x% of the damage
- Parry: 25% to parry the attack and make the enemy miss
- Counter: 40% chance to counter the attack; making the enemy miss and doing x% damage of your regular attack to the enemy
-
Fight:
- Normal attack opportunity
- Absorb: 20% chance to absorb x% of the damage
- Parry: 10% to parry the attack and make the enemy miss
- Counter: 5% chance to counter the attack; making the enemy miss and doing x% damage of your regular attack to the enemy
-
Magic:
- Same percentages as fighting, but taking magic defence into account
-
Skill:
- Similar to Fight (and/or Magic), but with more powerful attacks.
-
Bash:
- If you have a strong shield, you could perhaps get the Bash option
- Chance to confuse the enemy
- Big chance to miss and get confused yourself
- Piercing / Slashing / Crushing