100% Orange Juice Wiki
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{{Icons}}<div style="transform: translateY(3px);">[[File:MessageTop.png|650px|center|link=]]</div>
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{{Icons|A-class}}<div class="mainbordercolor2px circular" style="float:right;">[[File:Battle-example.png|250px|link=]]</div><span style="font-size: 13.5px;">
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'''Battle''' is an essential aspect of ''100% Orange Juice!'' that enables the player to fight both opponents and CPUs for stars and wins. Consequently, battles can have a big affect on the ultimate outcome of the game, especially in the late game when players have more stars or need wins to finish their final norma.
{| width="100%"
 
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__TOC__
|{{Guide
 
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|color1=#FEB87E
 
  +
==Starting a Battle==
|color2=#ACD9FE
 
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<h3 id="Player vs Player>Player vs Player</h3>
|color3=#A4FEA2
 
  +
*Anytime a player moves and crosses paths with an opponent, they will be prompted to challenge the opponent to a battle. The prompt displays the opponent's HUD color and current health. Selecting "Yes" will start a battle. Generally, the player will get to be the attacker (player who attacks first), but there are some character-specific exceptions. If the player selects "No", they will continue the remainder of their movement roll to the highlighted panel.
|color4=#FEEF85
 
  +
*Certain cards can trigger a battle between players. For example {{Ci|Rival}} or {{Ci|Assault}} will immediately start a battle, when activated. Unless stated otherwise, the player who activated the card will be the attacker.
|color5=#FE5F13
 
  +
<center><div class="mainbordercolor2px circular">[[File:Battle-Trigger-Example.png|310px]]</div></center>
|color6=#ACD9FE
 
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|color7=#A4FEA2
 
  +
<h3 id="Player vs Nonplayer>Player vs Nonplayer</h3>
|color8=#FEEF85
 
  +
*If the player lands on an {{encounter}} or {{boss}} panel, the player will be forced to fight a wild unit or boss respectively (covered on the [[panels]] page). The player will be the attacker.
|color9=#FEB87E
 
  +
|color10=#ACD9FE
 
  +
==Battle Process==
|color11=#A4FEA2
 
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<div class="mainbordercolor2px circular" style="float:right;">[[File:Defend-Evade-Example.png|210px]]</div>
|color12=#FEEF85
 
  +
The battle process is quite simple to follow. When the battle starts, each player will be prompted to activate a battle card. If either player chooses to use a battle card, its effect will be activated for the entire battle. The attacker will then roll their dice for attack. The defender will then get to choose if they would like to defend or evade the attack and then roll their dice. After damage calculation, if the defender is not KO'd, the roles will reverse; the defender will get to roll their dice for attack, and the attacker will roll their dice to defend or evade. In short, each player gets to use a battle card and then gets to take turns attacking the other.
}}
 
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  +
<h3 id="Defend vs Evade Calculation>Defend vs Evade Calculation</h3>
  +
Damage calculation occurs immediately after both players roll their dice. Attacking is always the same process, but whether the defender should defend or evade is a very important decision in the battle.
  +
*The "Defend" option cushions the defender from damage by subtracting the attacker's roll from the defender's roll. However, the defender will always receive at least 1 damage.
  +
*The "Evade" option enables the defender to dodge/avoid all damage if they roll higher than the attacker. However, if the defender does not roll higher than the attacker, they will take damage equal to the attacker's roll.
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  +
{|class="tablecolor" style="margin:auto; width:60%; -moz-border-radius: .7em; -webkit-border-radius: .7em; border-radius: .7em; text-align:center;-webkit-border-radius:10px;"
 
|-
 
|-
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| scope="col" style="width:25%"|'''If...'''
| {{clear}}<br />
 
  +
| scope="col"|'''then...'''
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|- bgcolor= white
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| scope="row"|Attack '''>''' Defense
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|Attack is partially blocked: Attack - Defense = Damage
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|- bgcolor= white
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| scope="row"|Attack '''≤''' Defense
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|1 Damage
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|- bgcolor= white
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| scope="row"|Attack '''≥''' Evade
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|Deal full Attack damage
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|- bgcolor= white
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| class="tablecurve-l" scope="row"|Attack '''<''' Evade
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| class="tablecurve-r" | 0 Damage
 
|}
  +
  +
<h3 id="Stat Modifiers>Stat Modifiers</h3>
  +
Stat modifiers refer to the ATK, DEF, and EVD values located on the player's unit card. These values act as buffs and debuffs to the player's roll, by adding or subtracting a value to the player's dice roll. Many different cards can be used to amplify the player's stats during the battle, especially battle cards such as {{Ci|I'm on Fire!}} and {{Ci|Shield}}. No matter the modifier, the player's dice roll can never be decreased lower than 1. Also, if the player has two or more dice, the stat only affects the total not each dice. The player can also only have up to 4 dice at once (dice cap). Below is a table of modifier examples:
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{|class="tablecolor" style="margin:auto; width:60%; -moz-border-radius: .7em; -webkit-border-radius: .7em; border-radius: .7em; text-align:center;-webkit-border-radius:10px;"
 
|-
 
|-
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| scope="col" style="width:25%"|'''If...'''
| class="thirdcolor"|
 
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| scope="col" style="width:25%"|'''and...'''
|-
 
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| scope="col"|'''and...'''
|
 
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| scope="col"|'''then...'''
|-
 
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|- bgcolor= white
|{{MechBox
 
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|Player attacks
|title=Combat
 
  +
| scope="row"|Player roll = 5
|content=[[File:Battle-example.png|250px|thumb|right]]
 
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|ATK stat = +2
:'''Combat''' is a critical aspect of ''[[100% Orange Juice!]]'' The game itself uses a relatively simple dice battling system. The attacker rolls a standard 6 sided die and then the defender chooses to defend or evade and rolls a 6 sided die as well. Both sides add their attack, defense, and evade modifiers (bonuses/penalties) to determine the outcome of the roll. All rolls, after modifiers, have a minimum value of 1, but have no maximum value.
 
  +
|Attack value = 7
}}
 
  +
|- bgcolor= white
|-
 
  +
|Player attacks
|{{MechBox
 
  +
| scope="row"|Player roll = 12
|title = Combat Process
 
  +
|ATK stat = -2
|content = The Battle Phase:
 
  +
|Attack value = 10
:#The Battle Phase begins
 
  +
|- bgcolor= white
:#If either player has a Battle Card, they may choose to use it if they have the stars and [[Norma]] level necessary to do so.
 
  +
|Player defends
:#The attacker rolls first with a 6 sided die.
 
  +
| scope="row"|Player roll = 1
:#The defender chooses to roll defense or evasion and rolls a 6 sided die as well.
 
  +
|DEF stat = -2
:#If the defender is not KO'd, the defender attacks, and the attacker defends or evades. 
 
  +
|Defense value = 1
:#Battle Phase ends unless repeated by a card effect.
 
  +
|- bgcolor= white
}}
 
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| class="tablecurve-l" | Player defends
|-
 
  +
|scope="row"|Player roll = 4
|{{MechBox
 
  +
|EVD stat = 0
|title=Damage Calculation
 
  +
| class="tablecurve-r" | Evade value = 4
|content=Damage calculation is quite simple:
 
 
|}
:*Attack is the damage the character will deal to the opponent.
 
:*Defense is the amount the player will block from the attack (but they will always receive a minimum of 1 damage).
 
:*Evade is the chance to take 0 damage or full damage from attack value.
 
{{DamageChart}}
 
<center><gallery widths="300" hideaddbutton="true" >
 
Battle example.png
 
File:Battle example2.png
 
</gallery></center>
 
}}
 
|-
 
|{{MechBox
 
|title=Stats Modifiers
 
|content='''Stats Modifiers''', are the ATK, EVD, DEF values located on the player's unit card. These values act as buffs and debuffs to the player's roll. The below examples show examples of a buffed ATK stat and the dreaded "7gull". Just remember: Your roll can never be decreased lower than 1.
 
<center><gallery widths="122" hideaddbutton="true" >
 
AttackValue.png
 
File:7gull.png
 
</gallery></center>
 
:'''Examples'''
 
::The same process is performed no matter the action performed. If there are two dice (numbers over 6), the stat only affects the total NOT each dice:
 
{{StatChart}}<br>
 
}}
 
|-
 
|{{MechBox
 
|title=The Kyoko Exception
 
|content=If the player is using the [[Downloadable_Content#Alte & Kyoko Character Pack|DLC 5]] character, {{Ca|Kyoko}}, they will be restricted to defending every attack, with no option to evade. Although the traditional menu for choosing to defend or evade will appear on screen, the player will not be able to select the evade option.
 
[[File:Kyoko 4.png|65px|center|link=]]
 
 
{{spacer}}
 
{{spacer}}
  +
Below is an example of damage calculation and stat modifiers in action. It is important to note that the number displayed on screen is after calculation, so Sora rolls a 5 but it displays "Attack 6". Likewise Yuki rolls a 1 and 1 added to her -1 DEF modifier is 1 because, as previously mentioned, the player's stat modifier can be negative but the player's roll can never be less than 1:
}}
 
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<center><div class="mainbordercolor2px circular">[[File:Battle-Example.png|610px]]</div></center>
|-
 
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|{{MechBox
 
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<h3 id="Victory/Defeatr>Victory/Defeat</h3>
|title=Rules of Thumb
 
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When any character's HP is depleted to 0 in battle, they will be KO'd. The unit who achieved the KO will receive 2 wins and half the opponent's current stars. If the player was KO'd by a wild enemy or boss, the lost stars are added to the reward given to the player that defeats it. In general, the player will always receive the stars and wins if they KO another player, however, there are cards and certain effects (for example, {{Ci|Self-Destruct}} and {{Ci|Hyper Mode}} among others) that prevent the player from gaining the rewards upon the KO of another player. There are also characters such as {{Ca|Chicken}} which will give the winner less stars and wins than normal. The player that is KO'd will enter [[recovery]] mode, in which they cannot move and will need to roll to recover. Once recovered, the player can continue moving across the board as usual at the start of their turn.
|content=<div></div>
 
  +
<center><div class="mainbordercolor2px circular">[[File:Victory-Example.png|310px]]</div></center>
*'''Always use Evade, if your opponent rolls a 1.'''
 
  +
::As the player will take 1 damage if they defend or fail evading, the player should try to evade for the possibility of taking no damage at all. Your odds of taking 0 damage are 83%, if your characters EVD stats is 0. If your EVD stat is +1, then your odds of taking 0 damage are 100% because your evade roll will always be at least 2.
 
  +
==Combat Exception Examples==
*'''Characters with high health should defend more often than they evade.'''
 
  +
Below are examples of some the many combat exceptions the player may encounter. Given that many effects affect combat, not all can be listed:
::A character with say, 6 health, will be able to take 6 hits before being KO'd, if they roll well every time. A single bad evade roll might KO the unit or cause much more damage.
 
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<center><div class=" " style="width:100%;"><tabber>
*'''If you only have 1 health, always use evade.'''
 
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|-|Sherry=
::1 health means that defending will cause a certain KO, as defending always yields at least 1 damage regardless of the player's roll. Evade gives you a slim chance of survival, as opposed to defending which gives a 0% chance of survival.
 
  +
<div style="text-align:left;">__NOEDITSECTION__
}}
 
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===Sherry===
|}
 
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If the player is using the [[Downloadable_Content#Sham & Sherry Character Pack|DLC 6]] character {{Ca|Sherry}} the opponent will always attack first, regardless of who initiated the battle or who a card effect says goes first (Sherry's passive specifically overrides all turn order changes). When attacking another Sherry, this effect does not apply.
  +
<center><div><ul>
  +
<li style="display: inline-block;"> [[File:Sherry 00 03.png|160px|center|link=Sherry]] </li>
 
</ul></div></center>
 
{{clear}}
  +
</div>
  +
|-|Iru=
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<div style="text-align:left;">__NOEDITSECTION__
  +
===Iru===
  +
If the player is using the [[Downloadable_Content#Iru & Mira Character Pack|DLC 20]] character {{Ca|Iru}}, when the player initiates battle, Iru will deal a single point of damage and then the opponent will attack first instead of the player (This effect does not work against Sherry as her passive overrides it).
  +
<center><div><ul>
  +
<li style="display: inline-block;"> [[File:Iru 00 04.png|160px|center|link=Iru]] </li>
 
</ul></div></center>
  +
{{clear}}
  +
</div>
  +
|-|Islay=
  +
<div style="text-align:left;">__NOEDITSECTION__
  +
===Islay===
  +
If the player is using the [[Downloadable_Content#Yuuki & Islay Character Pack|DLC 23]] character {{Ca|Islay}}, the player will not receive the option menu to initiate battles when passing an opponent. This means the player will not be able to attack opponents to stop on a particular panel and will either need to be attacked or activate a card that initiates a fight.
 
[[File:Islay 00 01.png|160px|center|link=Islay]]
  +
{{clear}}
  +
</div>
  +
|-|Kyoko=
  +
<div style="text-align:left;">__NOEDITSECTION__
  +
===Kyoko===
 
If the player is using the [[Downloadable_Content#Alte & Kyoko Character Pack|DLC 5]] character, {{Ca|Kyoko}}, they will be restricted to defending every attack, with no option to evade. Although the traditional menu for choosing to defend or evade will appear on screen, the player will not be able to select the evade option.
  +
<center><div><ul>
  +
<li style="display: inline-block;"> [[File:Kyoko 00 05.png|160px|center|link=Kyoko]] </li>
  +
</ul></div></center>
  +
{{clear}}
  +
</div>
  +
|-|Flying Castle=
  +
<div style="text-align:left;">__NOEDITSECTION__
  +
===Flying Castle===
  +
If the player is using the character {{Ca|Flying Castle}}, the opponent will not be able to use battle cards against the player. The player will not be able to counter-attack, after damage calculation, however.
  +
<center><div><ul>
  +
<li style="display: inline-block;"> [[File:Castle 00 00.png|160px|center|link=Flying Castle]] </li>
  +
</ul></div></center>
  +
</div>
  +
|-|NoName=
  +
<div style="text-align:left;">__NOEDITSECTION__
  +
===NoName===
  +
If the player is using the [[Downloadable_Content#Kiriko & NoName Character Pack|DLC 11]] character {{Ca|NoName}}, the first time the player is KO'd, they will not give the opponent half their stars or 2 wins. NoName will instead be reverted into his weaker "NoName (Head)" form. Once this version of NoName is KO'd, the opponent will recieve stars and wins as usual.
  +
<center><div><ul>
  +
<li style="display: inline-block;"> [[File:Non 00 03.png|160px|center|link=Iru]] </li>
  +
<li style="display: inline-block;"> [[File:Non 00 07.png|160px|center|link=Iru]] </li>
  +
</ul></div></center>
  +
</div>
  +
|-|Little War & Final Battle=
  +
<div style="text-align:left;">__NOEDITSECTION__
  +
===Little War & Final Battle===
  +
If the player activates either of the basic pack cards {{Ci|Final Battle}} or {{Ci|Little War}} the battle phase will loop for the specified number of times listed instead of the standard one time. There will not be any other battle card activation phases beyond the one at the start of the battle, however.
  +
<center>{{Ci3|Final Battle}}{{Ci3|Little War}}</center></span>
  +
</div>
  +
|-|Lucky Sevens=
  +
<div style="text-align:left;">__NOEDITSECTION__
  +
===Lucky Sevens===
  +
If the player holds the Gift-type card {{Ci|Lucky Sevens}}, the player's dice roll can be decreased to 0 if and only if the player rolls a natural 0. The dice roll cannot be decreased lower than 0.
  +
<center>{{Ci3|Lucky Sevens}}</center></span>
  +
</div>
  +
</tabber></div></center>
  +
</span>
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{{Navbox Mechanics|nospacer=}}
 
[[Category:Gameplay and Mechanics]]
 
[[Category:Gameplay and Mechanics]]

Revision as of 09:47, 12 April 2021

Battle-example

Battle is an essential aspect of 100% Orange Juice! that enables the player to fight both opponents and CPUs for stars and wins. Consequently, battles can have a big affect on the ultimate outcome of the game, especially in the late game when players have more stars or need wins to finish their final norma.

Starting a Battle

Player vs Player

  • Anytime a player moves and crosses paths with an opponent, they will be prompted to challenge the opponent to a battle. The prompt displays the opponent's HUD color and current health. Selecting "Yes" will start a battle. Generally, the player will get to be the attacker (player who attacks first), but there are some character-specific exceptions. If the player selects "No", they will continue the remainder of their movement roll to the highlighted panel.
  • Certain cards can trigger a battle between players. For example Rivalicon Rival or Assaulticon Assault will immediately start a battle, when activated. Unless stated otherwise, the player who activated the card will be the attacker.
Battle-Trigger-Example

Player vs Nonplayer

  • If the player lands on an Mass encount0 Encounter or Mass encount1 Boss panel, the player will be forced to fight a wild unit or boss respectively (covered on the panels page). The player will be the attacker.

Battle Process

Defend-Evade-Example

The battle process is quite simple to follow. When the battle starts, each player will be prompted to activate a battle card. If either player chooses to use a battle card, its effect will be activated for the entire battle. The attacker will then roll their dice for attack. The defender will then get to choose if they would like to defend or evade the attack and then roll their dice. After damage calculation, if the defender is not KO'd, the roles will reverse; the defender will get to roll their dice for attack, and the attacker will roll their dice to defend or evade. In short, each player gets to use a battle card and then gets to take turns attacking the other.

Defend vs Evade Calculation

Damage calculation occurs immediately after both players roll their dice. Attacking is always the same process, but whether the defender should defend or evade is a very important decision in the battle.

  • The "Defend" option cushions the defender from damage by subtracting the attacker's roll from the defender's roll. However, the defender will always receive at least 1 damage.
  • The "Evade" option enables the defender to dodge/avoid all damage if they roll higher than the attacker. However, if the defender does not roll higher than the attacker, they will take damage equal to the attacker's roll.
If... then...
Attack > Defense Attack is partially blocked: Attack - Defense = Damage
Attack Defense 1 Damage
Attack  Evade Deal full Attack damage
Attack < Evade 0 Damage

Stat Modifiers

Stat modifiers refer to the ATK, DEF, and EVD values located on the player's unit card. These values act as buffs and debuffs to the player's roll, by adding or subtracting a value to the player's dice roll. Many different cards can be used to amplify the player's stats during the battle, especially battle cards such as I'm on Fire!icon I'm on Fire! and Shieldicon Shield. No matter the modifier, the player's dice roll can never be decreased lower than 1. Also, if the player has two or more dice, the stat only affects the total not each dice. The player can also only have up to 4 dice at once (dice cap). Below is a table of modifier examples:

If... and... and... then...
Player attacks Player roll = 5 ATK stat = +2 Attack value = 7
Player attacks Player roll = 12 ATK stat = -2 Attack value = 10
Player defends Player roll = 1 DEF stat = -2 Defense value = 1
Player defends Player roll = 4 EVD stat = 0 Evade value = 4

Below is an example of damage calculation and stat modifiers in action. It is important to note that the number displayed on screen is after calculation, so Sora rolls a 5 but it displays "Attack 6". Likewise Yuki rolls a 1 and 1 added to her -1 DEF modifier is 1 because, as previously mentioned, the player's stat modifier can be negative but the player's roll can never be less than 1:

Battle-Example

Victory/Defeat

When any character's HP is depleted to 0 in battle, they will be KO'd. The unit who achieved the KO will receive 2 wins and half the opponent's current stars. If the player was KO'd by a wild enemy or boss, the lost stars are added to the reward given to the player that defeats it. In general, the player will always receive the stars and wins if they KO another player, however, there are cards and certain effects (for example, Self-Destructicon Self-Destruct and Hyper Modeicon Hyper Mode among others) that prevent the player from gaining the rewards upon the KO of another player. There are also characters such as Chicken which will give the winner less stars and wins than normal. The player that is KO'd will enter recovery mode, in which they cannot move and will need to roll to recover. Once recovered, the player can continue moving across the board as usual at the start of their turn.

Victory-Example

Combat Exception Examples

Below are examples of some the many combat exceptions the player may encounter. Given that many effects affect combat, not all can be listed:

Sherry

If the player is using the DLC 6 character Sherry the opponent will always attack first, regardless of who initiated the battle or who a card effect says goes first (Sherry's passive specifically overrides all turn order changes). When attacking another Sherry, this effect does not apply.

  • Sherry 00 03

Iru

If the player is using the DLC 20 character Iru, when the player initiates battle, Iru will deal a single point of damage and then the opponent will attack first instead of the player (This effect does not work against Sherry as her passive overrides it).

  • Iru 00 04

Islay

If the player is using the DLC 23 character Islay, the player will not receive the option menu to initiate battles when passing an opponent. This means the player will not be able to attack opponents to stop on a particular panel and will either need to be attacked or activate a card that initiates a fight.

Islay 00 01

Kyoko

If the player is using the DLC 5 character, Kyoko, they will be restricted to defending every attack, with no option to evade. Although the traditional menu for choosing to defend or evade will appear on screen, the player will not be able to select the evade option.

  • Kyoko 00 05

Flying Castle

If the player is using the character Flying Castle, the opponent will not be able to use battle cards against the player. The player will not be able to counter-attack, after damage calculation, however.

  • Castle 00 00

NoName

If the player is using the DLC 11 character NoName, the first time the player is KO'd, they will not give the opponent half their stars or 2 wins. NoName will instead be reverted into his weaker "NoName (Head)" form. Once this version of NoName is KO'd, the opponent will recieve stars and wins as usual.

  • Non 00 03
  • Non 00 07

Little War & Final Battle

If the player activates either of the basic pack cards Final Battleicon Final Battle or Little Waricon Little War the battle phase will loop for the specified number of times listed instead of the standard one time. There will not be any other battle card activation phases beyond the one at the start of the battle, however.

Final BattleFinal BattleLittle WarLittle War

Lucky Sevens

If the player holds the Gift-type card Lucky Sevensicon Lucky Sevens, the player's dice roll can be decreased to 0 if and only if the player rolls a natural 0. The dice roll cannot be decreased lower than 0.

Lucky SevensLucky Sevens