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User:Irukard
Revision as of 09:06, 2 November 2011 by
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Contents
1
Hex Sphere System
1.1
Introduction to Hex Sphere System
1.1.1
About HSS
1.1.2
Hex Sphere
1.1.3
Elements
1.1.4
Profiling sphere ground
1.1.5
Born of new crystal
1.1.5.1
Blank Crystals
1.1.5.2
Skill Orbs
1.1.5.3
Augmentation
1.1.5.4
Rebirth of crystal
1.1.6
Crystal on sphere
1.1.6.1
Injecting
1.1.6.2
Ejecting
1.1.7
Crystal development
1.1.8
Leveling up
1.1.9
Static neighborhood influence
1.1.10
Resonance
1.1.10.1
Direct
1.1.10.2
Neighborhood
1.1.10.3
Global
1.1.11
Modifiers
1.1.11.1
Fixed element modifier
1.1.11.2
Fixed cast time modifier
1.1.11.3
Fixed exp modifier
1.1.11.4
Fixed MP consumption modifier
1.1.11.5
Fixed uninterrupted cast modifier
1.1.11.6
Fixed resonating modifier
1.1.11.7
Temporary modifier
1.1.12
Paths of crystal development
1.1.12.1
Soul bind
1.1.12.2
Character independent
1.1.12.3
Change of development path
1.1.13
Merging different crystals
1.1.14
Crystal Overload
1.1.14.1
Base level
1.1.14.2
Extended level
1.1.14.3
Advanced level
1.1.14.4
Permanent crystal damage
1.1.15
Regeneration of cracked crystal
1.1.15.1
via NPC
1.1.15.2
self regeneration
1.1.15.3
in exchange for crystal EXP
1.1.16
Case Study
1.2
Technical implementation
1.2.1
Needed objects and items
1.2.2
Algorithms and formulas
1.2.3
Database structure
1.2.4
Proposed graphical solutions
1.2.5
Proposed usage of Python Stackless IO
1.3
Economical analysis
1.3.1
Build in Money Sinks
Hex Sphere System
Introduction to Hex Sphere System
About HSS
Hex Sphere
Elements
Profiling sphere ground
Born of new crystal
Blank Crystals
Skill Orbs
Augmentation
Rebirth of crystal
Crystal on sphere
Injecting
Ejecting
Crystal development
Leveling up
Static neighborhood influence
Resonance
Direct
Neighborhood
Global
Modifiers
Fixed element modifier
Fixed cast time modifier
Fixed exp modifier
Fixed MP consumption modifier
Fixed uninterrupted cast modifier
Fixed resonating modifier
Temporary modifier
Paths of crystal development
Soul bind
Character independent
Change of development path
Merging different crystals
Crystal Overload
Base level
Extended level
Advanced level
Permanent crystal damage
Regeneration of cracked crystal
via NPC
self regeneration
in exchange for crystal EXP
Case Study
Technical implementation
Needed objects and items
Algorithms and formulas
Database structure
Proposed graphical solutions
Proposed usage of Python Stackless IO
Economical analysis
Build in Money Sinks
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