StendhalRPProposal: Difference between revisions
Content deleted Content added
imported>MiguelAngelBlanchLardin No edit summary |
imported>Hendrik Brummermann added navigation |
||
| (117 intermediate revisions by 6 users not shown) | |||
Line 1:
{{Navigation for Stendhal Top|Developing}}
{{Navigation for Stendhal Developers}}
{{Likely Outdated}}
{{Future Concept}}
{{Ideas for Stendhal}}
This document explain what could be the new RP system for Stendhal's future.
I have placed a cleaned irc log on the discussion page for this article, so the things that was said won't be lost in all irc logs:<br>
[[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:
Line 16 ⟶ 25:
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.
Line 47 ⟶ 56:
==KAR==
Karma
Good actions give positive karma and bad actions give negative karma.
Karma is initially 0 except if modified by race.
Line 76 ⟶ 85:
= Minor attributes =
There are also other attributes that are important but that don't decide to such extreme our player's *look*.
== Race ==
Line 86 ⟶ 95:
This will decide the base outfit and the place where you enter world.
Also of course, Dwarves are not hostile
== Gender ==
Line 113 ⟶ 122:
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
|1 ||1 ||1 ||1 ||1 ||1
|-
!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
|-
!Berseker
|-
!Warrior
|1.5 ||1.2 ||1.2 ||1.1 ||0.4 ||0.6
|-
!Ranger
|0.8 ||1.4 ||1.4 ||0.9 ||0.6 ||0.9
|-
!Archer
|0.6 ||1.8 ||1.5 ||0.8 ||0.7 ||0,6
|-
!Mage
|0.5 ||1.6 ||0.5 ||0.7 ||2 ||0.7
|-
!Priest
|0.7 ||1.3 ||0.5 ||0.8 ||0.7 ||2
|}
==HP==
It is the amount of health points we have.
HP=m ·
Where m=k=10
Line 154 ⟶ 184:
It is the amount of magic points we have.
MP=m · (INT
Where m=3, k=10
Line 161 ⟶ 191:
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.
Line 169 ⟶ 199:
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.
Line 180 ⟶ 210:
===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
Line 192 ⟶ 222:
** Poison
{|border="1" cellpadding="5" cellspacing="0" style="text-align:center"
|+'''Resistence factor to damage'''
! !!Slash !!Bash !!Stab !!Magic !!Fire !!Cold !!Acid !!Dis !!Poison
|-
!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
|}
This represent how much damage is absorbed.
Line 215 ⟶ 254:
The damage needs to be coded correctly on the array so that usually:
The damage is later scaled based on player attributes.
Line 272 ⟶ 311:
By now just one skill per armor.
Skill will be used to know how good are you at handling the armor.
== Asserts==
Line 286 ⟶ 324:
This will determine how often we can attack.
Attack rate= k · 1 / ( DEX · STR /
The lower the better.
Line 293 ⟶ 331:
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.
Line 309 ⟶ 347:
The more armor weight the less you can move.
Dodge rate= k · 1 / ( AGI · STR/
The lower the better.
Line 315 ⟶ 353:
===Decide if player dodge attack===
Dodge = a ( Defender.AGI )
The bigger the better.
Line 324 ⟶ 362:
===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.
Line 358 ⟶ 396:
= Magic =
There are
Also on IRC we have been talking about Magic system.
Line 416 ⟶ 454:
[[StendhalRefactoring| Back to Stendhal refactoring page]] <br>
[[Stendhal | Back to Stendhal main wiki page]] <br>
[[Category:Development]]
| |||