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{{Navigation for Stendhal Top|Developing}}
This document explain what it is going to be our new RP system for Stendhal 0.60▼
{{Navigation for Stendhal Developers}}
We have a small timeframe to develop this system but we need to make sure it works and we need to make sure that problems that had arose from older versions are now not present.▼
{{Likely Outdated}}
I have placed a cleaned irc log on the discussion page for this article, so the things that was said wont be lost in all irc logs:<br>▼
{{Future Concept}}
{{Ideas for Stendhal}}
▲I have placed a cleaned irc log on the discussion page for this article, so the things that was said
[[Talk:StendhalRPProposal|Stendhal RP proposal discussion]]<br>
<br>
▲We have a small timeframe to develop this system but we need to make sure it works and we need to make sure that problems that had arose from older versions are now not present.
=Attributes=
The first thing that our RP needs to define are Attributes.
Previous version
Our new RP will be based on the following set of attributes:
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Strengh is used to determine:
* Attack and damage done.
* Weight that can be carried.
* Damage that can be
==DEX==
Dexterity is used to determine:
* Attack rate
*
==AGI==
Agility is used to determine:
* How fast we can move.
* How good
==CON==
Constitution is used to determine:
* Amount of HP points.
* How fast
* How fast we can restore MP points.
==WIS==
Wisdom
*
* How strong your prayers are.
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==KAR==
Karma
Good actions give positive karma and bad actions give negative karma.
Karma is initially 0 except if modified by race.
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= Minor attributes =
There are also other attributes that are important but that don't decide to such extreme our player's *look*.
== Race ==
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This will decide the base outfit and the place where you enter world.
Also of course, Dwarves are not hostile
== Gender ==
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Human race will have 1 at every race factor.
{|border="1" cellpadding="5" cellspacing="0" style="text-align:center"
|+'''Race Factors'''
! !!Race_STR !!Race_DEX !!Race_AGI !!Race_CON !!Race_INT !!Race_WIS
|-
!Human
|-
!Orc
|-
!Elf
|-
!Dwarf
|}
▲Orc |1.4 |0.8 |1.1 |1.2 |0.3 |0.8
▲Elf |0.7 |1.3 |1.3 |0.7 |1.2 |0.9
▲Dwarf |1.5 |0.7 |0.7 |1.4 |0.7 |0.9
===Class factor===
Each player can choose one and only one class at creation time ( or later ), but just once.
That class will affect how attributes are considered:
* Warriors
* Rangers
* Archers
* ...
{|border="1" cellpadding="5" cellspacing="0" style="text-align:center"
|+'''Class Factors'''
! !!Class_STR !!Class_DEX !!Class_AGI !!Class_CON !!Class_INT !!Class_WIS
|-
▲None |1 |1 |1 |1 |1 |1
!None
Berseker|2.2 |0.7 |0.5 |1 |0.5 |1.1▼
|-
Ranger |0.8 |1.4 |1.4 |0.9 |0.6 |0.9▼
!Berseker
Archer |0.6 |1.8 |1.5 |0.8 |0.7 |0,6▼
|-
Priest |0.7 |1.3 |0.5 |0.8 |0.7 |2▼
!Warrior
|-
!Ranger
|-
!Archer
|-
!Mage
|0.5 ||1.6 ||0.5 ||0.7 ||2 ||0.7
|-
!Priest
|}
==HP==
It is the amount of health points we have.
HP=m ·
Where m=k=10
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It is the amount of magic points we have.
MP=m · (INT
Where m=3, k=10
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It is the maximum amount of weight (in whatever unit) a player can carry without having a penalty at AGI and DEX.
Weight=m·(STR ·
Where k=10 and m is used to adjust the units to something that makes sense.
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It is how fast this player moves, in tiles per second.
speed=m ·
Where k=10 and m is again used to adjust the value.
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===Types of damage===
There are several types of damage, and each weapon is useful for one of them and each armor is special to protect against some of them.
*
* Bash
*
* Magical
** Each of the magic schools we have. TODO
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** Poison
Resistence factor to damage:▼
|Cut |Apl |Clav |Magic |Fire |Cold |Acid |Dis |Poison ▼
{|border="1" cellpadding="5" cellspacing="0" style="text-align:center"
Human |0 |0 |0 |0 |0 |0 |0 |0 |0▼
Orc |0.1 |0 |0 |0 |0 |0 |0 |0.1 |0.1▼
Elf |0 |0 |0 |0.1 |0 |0 |0 |0.1 |0▼
|-
Dwarf |0 |0.1 |0 |0.4 |0 |0 |0 |0 |0▼
!Human
|-
!Orc
|-
!Elf
|-
!Dwarf
|}
This represent how much damage is absorbed.
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The damage needs to be coded correctly on the array so that usually:
The damage is later scaled based on player attributes.
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By now just one skill per armor.
Skill will be used to know how good are you at handling the armor.
== Asserts==
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This will determine how often we can attack.
Attack rate= k · 1 / ( DEX · STR /
The lower the better.
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Doing a hit is simple if the weapon suits us, and we don't try a hard type of damage.
Hit = a ( Attacker.DEX )
The bigger the better.
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The more armor weight the less you can move.
Dodge rate= k · 1 / ( AGI · STR/
The lower the better.
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===Decide if player dodge attack===
Dodge = a ( Defender.AGI )
The bigger the better.
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===Decide how much damage is casted and which types===
Weapons can
Damage = a · STR ·
We will have several damage values, one for each of the damages that the weapon does.
Each of the values are applied
===Decide if hit is blocked by shield===
If the hit can'
If we can use the shield, then:
The more agressive, the less useful the shield is.
===Decide how much damage is absorbed by armor===
As armor is a passive entity, you can't apply really any attribute to it.
Armor_absorption = Armor_skill · Armor_type_of_damage_protection
===Apply damage===
Finally
HP = HP - damage · ( 1 -
if HP == 0 then defender is dead.
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= Magic =
There are
Also on IRC we have been talking about Magic system.
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[[StendhalRefactoring| Back to Stendhal refactoring page]] <br>
[[Stendhal | Back to Stendhal main wiki page]] <br>
[[Category:Development]]
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