First thanks for the help everyone and I'll try not to spew things too fast...
BTW I am trying like hell to accomplish these things on my own but cannot seem to...
Rapture
Each time an enemy/player with Rapture strikes, the amount of ecstacy they feel increases and thus hit%, attack power and speed to as well..However there is also a down side in that evade int. and PDEF drop on a similar curve the other way. Also each attack compounds the fatigue usage. At a certain level Rapture ends and fatigue begins...fatigue is similar to stun.
enemy/player_id => { gain_str => {DEX_gain => { AGI_loss => {EVA_LOSS => {int_loss => {Number steps before fatigue}}}}} }
Relinquishment
Relinquishment is the opposite, each time a powerful enemy attacks they release anger and all that pent up goodness, thus dropping their causing the effect of lowered speed, attack and a temporary HP reduction. Like Rapture though, they can spring back to nearly full health when they are renewed.
enemy/player_id => { str_Loss => {hair_loss => { AGI_loss => {EVA_LOSS => {Number steps before recovery => { recover_%}}}}}
Providence
An enemy/player will have a certain blessing bestowed upon them if for instance their hit points are exactly 4, or they would have otherwise been killed by one hit, or struck with a sword....
A good example of a providence effect would have been, attempting to Kill a necromancy with Dispell Necrology in a graveyard or burial area...causes the summoning of 2d8 Ravenous Corpses to avenge him.
However with this system I'd be content to have something like Fire IMP is hit with a fire spell, the IMPS next attack is Sulphuric Cataclysm.
BTW I am trying like hell to accomplish these things on my own but cannot seem to...
Rapture
Each time an enemy/player with Rapture strikes, the amount of ecstacy they feel increases and thus hit%, attack power and speed to as well..However there is also a down side in that evade int. and PDEF drop on a similar curve the other way. Also each attack compounds the fatigue usage. At a certain level Rapture ends and fatigue begins...fatigue is similar to stun.
enemy/player_id => { gain_str => {DEX_gain => { AGI_loss => {EVA_LOSS => {int_loss => {Number steps before fatigue}}}}} }
Relinquishment
Relinquishment is the opposite, each time a powerful enemy attacks they release anger and all that pent up goodness, thus dropping their causing the effect of lowered speed, attack and a temporary HP reduction. Like Rapture though, they can spring back to nearly full health when they are renewed.
enemy/player_id => { str_Loss => {hair_loss => { AGI_loss => {EVA_LOSS => {Number steps before recovery => { recover_%}}}}}
Providence
An enemy/player will have a certain blessing bestowed upon them if for instance their hit points are exactly 4, or they would have otherwise been killed by one hit, or struck with a sword....
A good example of a providence effect would have been, attempting to Kill a necromancy with Dispell Necrology in a graveyard or burial area...causes the summoning of 2d8 Ravenous Corpses to avenge him.
However with this system I'd be content to have something like Fire IMP is hit with a fire spell, the IMPS next attack is Sulphuric Cataclysm.