Game Mechanics

= Combat =

Character Elements


There's 6 Elements in Kirara Fantasia :, , , , &. According to the pic above :
 * is effective against and less effective against.
 * is effective against and less effective against
 * is effective against and less effective against
 * is effective against and less effective against
 * is effective against
 * is effective against

Duration
Status effects last for 12 turns and count down on every unit's turn. The exceptions are Recovery, which lasts for 3 turns and only counts down on the turn of the affected unit, and Sleep, which can end early if the affected unit is hit by a damaging attack. Note that the damage over time affect of Hunger does not break the effect of Sleep.

[placeholder for other buffs/debuffs]

Combat Timeline
The battle system uses a timeline mechanic, where the turn order of all units is dynamically determined based on each unit's speed statistic and the "load factor" of actions they take.

The load factor can be thought of as how slow an attack or ability is.

To determine the order of all units in the battle, the "order value" of each unit is calculated at the start of the wave and after that unit performs an action. Whichever unit has the current lowest order value will take their turn next.

At the beginning of the wave, each unit's initial order value is equal to 100 - floor_function( ( SPEED - 50 ) / 2 ) - 1

After a unit performs an action, their order value increases by ( 100 - floor_function( ( SPEED - 50 ) / 2 ) - 1 ) * [action's load factor]

[picture placeholder]

Enemy Attack Priority and Taunt
At the start of each wave, each of your units is assigned a random initial aggro value from 6 to 9 inclusive.

Taunt buffs increase or decrease your initial aggro value. Small taunt = +20%, Medium taunt = +40%, and Large taunt = +60%.

Enemies have a preferred target criteria, such as a specific class or element.

The [final aggro value] = [initial aggro value] * ( 1 + [taunt buff] ) + ( [preferred target] ? 4 : 0 )

An enemy will attack the unit with the highest final aggro value. If multiple units have the same final aggro value, the enemy will attack the furthest left unit in the battle formation.

= Buildings = [placeholder]

Series Buildings
It's not possible for a character to get stats from a different series building than his own series. (E.G => A Gakkou Gurashi character will get bonus from "Gakkou Gurashi Building" but NOT from "Stella no Mahou Building")

Class Buildings
It's not possible for a character to get stats from a different class building than his own class. (E.G => A warrior character will get bonus from "Warrior Building" but NOT from "Knight Building")