StendhalDesign: Difference between revisions

Jump to navigation Jump to search
Content deleted Content added
imported>MiguelAngelBlanchLardin
imported>Hendrik Brummermann
m Reverted edit of Eitdkesww, changed back to last version by Slady
 
(104 intermediate revisions by 5 users not shown)
Line 1: Line 1:
This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.
This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[StendhalObjectives#Roadmap Roadmap|]] and tries to give a coherent vision of what we are trying to create.


Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.
Line 232: Line 232:
* <b>dx</b> is the x-speed of the player
* <b>dx</b> is the x-speed of the player
* <b>dy</b> is the y-speed of the player
* <b>dy</b> is the y-speed of the player
* <b>hp</b> is the life indicator of the Player, when it reach 0 the player dies. See [[StendhalDesign#RP Dead]]
* <b>hp</b> is the life indicator of the Player, when it reach 0 the player dies. See [[StendhalDesign#Dead|Dead]]
* <b>atk</b> is the RP attack value. See [[StendhalDesign#RP|RP rules]]
* <b>atk</b> is the RP attack value. See [[StendhalDesign#RP|RP rules]]
* <b>def</b> is the RP defense value. See [[StendhalDesign#RP|RP rules]]
* <b>def</b> is the RP defense value. See [[StendhalDesign#RP|RP rules]]
Line 341: Line 341:


The attack action has the implicit meaning of following the target.
The attack action has the implicit meaning of following the target.

====Equipment and Inventory====
This action is very important as it handles most of the complexity and the fun of a RPG: getting new stuff and use items to solve quests.

'''TODO'''


=RP=
=RP=
Line 366: Line 371:
===Entity Attribute values===
===Entity Attribute values===
The hardest part of any RP is to give balance to the values different entities has.
The hardest part of any RP is to give balance to the values different entities has.

We need to give RP(atk, def and hp) values to:
We need to give RP(atk, def and hp) values to:
====Player====
====Player====
Let's make our starting player to be:
====Seller NPC====
* <b>ATK</b> - 2
====Buyer NPC====
* <b>DEF</b> - 2
====Training dummy====
* <b>HP</b> - 100

These values have been set randomly.

====Sheep====
====Sheep====
A sheep can't attack, so it has to be weaker than player.
* <b>ATK</b> - 0
* <b>DEF</b> - 1
* <b>HP</b> - 30

These values have alse been set randomly according to player values.
Killing a sheep won't report you any experience.

====Rat====
A rat is the simplest enemy you can find in Stendhal, so it has to be simple enought for a Level 1 player to kill.
* <b>ATK</b> - 3
* <b>DEF</b> - 2
* <b>XP</b> - 5
* <b>HP</b> - 10

To set these values we have run a simulation until we have get the right look in the graphs.<br>
http://arianne.sourceforge.net/wiki_images/rat.gif

====Cave Rat====
A cave rat is a stronger version of a rat, so it has to be simple enought for a Level 2-3 player to kill.
* <b>ATK</b> - 6
* <b>DEF</b> - 2
* <b>XP</b> - 10
* <b>HP</b> - 20

To set these values we have run a simulation until we have get the right look in the graphs.<br>
http://arianne.sourceforge.net/wiki_images/caverat.gif

====Wolf====
====Wolf====
A wolf is a common creature on plains and forest, it has to be simple enought for a Level 4-5 player to kill.
====Food====
* <b>ATK</b> - 6
* <b>DEF</b> - 4
* <b>XP</b> - 18
* <b>HP</b> - 35

To set these values we have run a simulation until we have get the right look in the graphs.<br>
http://arianne.sourceforge.net/wiki_images/wolf.gif


== Experience and levels ==
== Experience and levels ==
Line 388: Line 433:


<table border=1 align=center>
<table border=1 align=center>
<tr bgcolor=black><td><font color=white>Level</font></td><td><font color=white>Experience needed</font></td></tr>
<tr bgcolor=black><td><font color=white>Level</font></td><td><font color=white>Experience needed</font></td><td>HP value</td></tr>
<tr><td>1</td><td>10</td></tr>
<tr><td>0</td><td>0</td><td>100</td></tr>
<tr><td>2</td><td>20</td></tr>
<tr><td>1</td><td>100</td><td>110</td></tr>
<tr><td>3</td><td>40</td></tr>
<tr><td>2</td><td>128</td><td>120</td></tr>
<tr><td>4</td><td>80</td></tr>
<tr><td>3</td><td>384</td><td>130</td></tr>
<tr><td>5</td><td>160</td></tr>
<tr><td>4</td><td>768</td><td>140</td></tr>
<tr><td>6</td><td>320</td></tr>
<tr><td>5</td><td>1408</td><td>150</td></tr>
<tr><td>7</td><td>previous*2</td></tr>
<tr><td>6</td><td>2432</td><td>160</td></tr>
<tr><td>7</td><td>3712</td><td>170</td></tr>
<tr><td>8</td><td>5504</td><td>180</td></tr>
<tr><td>9</td><td>7808</td><td>190</td></tr>
<tr><td>10</td><td>10624</td><td>200</td></tr>
</table>
</table>

As you can deduce the HP grows at a rate of 10 per level, and ATK and DEF values are increased one on each new level.
The formula to calculate XP is:
exp = (10*level+5*level^2+10*level^3+80)


== Combat ==
== Combat ==
Combat is a fight between two or more players.
Combat is a fight between two or more players.


The combat is round based. Each round takes 10 turns.
The combat is round based. Each round takes 5 turns.

To determine whose player start first choose the player who has the biggest value of:
<pre>
Player.Level + 1D6
</pre>


The risk to strike a player can be written as:
The risk to strike a player can be written as:
<pre>
<pre>
Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6
Attacker.attack VS Defender.defense/6 + 1D6
</pre>
</pre>


If player is hit we need to compute the wound that has been done:
If player is hit we need to compute the wound that has been done:
<pre>
<pre>
result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level
result = Attacker.attack/6 + 1D6 VS Defender.defense
if result > 0:
if result > 0:
Defender.hp = Defender.hp - result
Defender.hp = Defender.hp - result
Line 423: Line 472:
Death happens when hp reachs 0.
Death happens when hp reachs 0.


A critical hit happens when both die rolls are 6. And the damage is equal to Attacker.attack
hp points are recovered at a natural rate of 1 HP point each 1000 turns.


===Shields===
===Shields===
Line 432: Line 481:
<tr><td>Small shield</td><td>+2</td></tr>
<tr><td>Small shield</td><td>+2</td></tr>
<tr><td>Medium shield</td><td>+3</td></tr>
<tr><td>Medium shield</td><td>+3</td></tr>
<tr><td>Large shield</td><td>+4</td></tr>
<tr><td>Tower shield</td><td>+5</td></tr>
<tr><td>Tower shield</td><td>+5</td></tr>
<tr><td>Green Scale shield</td><td>+6</td></tr>
<tr><td>Black Scale shield</td><td>+7</td></tr>
</table>
</table>
* black/green scale shields are dropped from the black/green dragon.


===Armour===
===Armour===
Line 446: Line 499:
<tr><td>Field plate armour</td><td>+6</td></tr>
<tr><td>Field plate armour</td><td>+6</td></tr>
<tr><td>Full plate armour</td><td>+7</td></tr>
<tr><td>Full plate armour</td><td>+7</td></tr>
<tr><td>Green Scaled armour</td><td>+8</td></tr>
<tr><td>Black Scaled armour</td><td>+9</td></tr>
</table>
</table>
* black/green scaled armour are dropped from the black/green dragon.


===Weapon===
===Weapon===
Line 458: Line 514:
<tr><td>Long sword</td><td>+6</td></tr>
<tr><td>Long sword</td><td>+6</td></tr>
<tr><td>Two hand sword</td><td>+7</td></tr>
<tr><td>Two hand sword</td><td>+7</td></tr>
<tr><td>Green Scaled sword</td><td>+8</td></tr>
<tr><td>Black Scaled sword</td><td>+9</td></tr>
</table>
</table>
* black/green scaled swords are dropped from the black/green dragon.

== Dead ==
The result of combat is usually dead.

When you kill a creature a corpse will appear. If you open it, you will be able to get whatever it has inside, usually food, gold, weapons, shields or armors.<br>
Each time you kill a monster you are rewarded XP.

When you are killed you reappear on city and you lose your sheep if you have one.<br>
Also to penalize dead, you are remove 10% of exp points and if it is the case you are removed HP, ATK and DEF increases because of level up.