StendhalDesign: Difference between revisions
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imported>Hendrik Brummermann m Reverted edit of Eitdkesww, changed back to last version by Slady |
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This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[ |
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. |
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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. |
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* <b>dx</b> is the x-speed of the player |
* <b>dx</b> is the x-speed of the player |
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* <b>dy</b> is the y-speed of the player |
* <b>dy</b> is the y-speed of the player |
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* <b>hp</b> is the life indicator of the Player, when it reach 0 the player dies. See [[StendhalDesign# |
* <b>hp</b> is the life indicator of the Player, when it reach 0 the player dies. See [[StendhalDesign#Dead|Dead]] |
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* <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]] |
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* <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]] |
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The attack action has the implicit meaning of following the target. |
The attack action has the implicit meaning of following the target. |
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====Equipment and Inventory==== |
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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. |
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'''TODO''' |
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=RP= |
=RP= |
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===Entity Attribute values=== |
===Entity Attribute values=== |
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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. |
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We need to give RP(atk, def and hp) values to: |
We need to give RP(atk, def and hp) values to: |
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====Player==== |
====Player==== |
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Let's make our starting player to be: |
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* <b>ATK</b> - 2 |
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* <b>DEF</b> - 2 |
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====Training dummy==== |
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* <b>HP</b> - 100 |
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These values have been set randomly. |
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====Sheep==== |
====Sheep==== |
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A sheep can't attack, so it has to be weaker than player. |
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* <b>ATK</b> - 0 |
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* <b>DEF</b> - 1 |
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* <b>HP</b> - 30 |
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These values have alse been set randomly according to player values. |
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Killing a sheep won't report you any experience. |
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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. |
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* <b>ATK</b> - 3 |
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* <b>DEF</b> - 2 |
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* <b>XP</b> - 5 |
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* <b>HP</b> - 10 |
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To set these values we have run a simulation until we have get the right look in the graphs.<br> |
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http://arianne.sourceforge.net/wiki_images/rat.gif |
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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. |
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* <b>ATK</b> - 6 |
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* <b>DEF</b> - 2 |
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* <b>XP</b> - 10 |
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* <b>HP</b> - 20 |
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To set these values we have run a simulation until we have get the right look in the graphs.<br> |
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http://arianne.sourceforge.net/wiki_images/caverat.gif |
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====Wolf==== |
====Wolf==== |
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A wolf is a common creature on plains and forest, it has to be simple enought for a Level 4-5 player to kill. |
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====Food==== |
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* <b>ATK</b> - 6 |
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* <b>DEF</b> - 4 |
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* <b>XP</b> - 18 |
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* <b>HP</b> - 35 |
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To set these values we have run a simulation until we have get the right look in the graphs.<br> |
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http://arianne.sourceforge.net/wiki_images/wolf.gif |
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== Experience and levels == |
== Experience and levels == |
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<table border=1 align=center> |
<table border=1 align=center> |
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<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> |
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<tr><td> |
<tr><td>0</td><td>0</td><td>100</td></tr> |
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<tr><td> |
<tr><td>1</td><td>100</td><td>110</td></tr> |
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<tr><td> |
<tr><td>2</td><td>128</td><td>120</td></tr> |
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<tr><td> |
<tr><td>3</td><td>384</td><td>130</td></tr> |
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<tr><td> |
<tr><td>4</td><td>768</td><td>140</td></tr> |
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<tr><td> |
<tr><td>5</td><td>1408</td><td>150</td></tr> |
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<tr><td> |
<tr><td>6</td><td>2432</td><td>160</td></tr> |
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<tr><td>7</td><td>3712</td><td>170</td></tr> |
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<tr><td>8</td><td>5504</td><td>180</td></tr> |
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<tr><td>9</td><td>7808</td><td>190</td></tr> |
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<tr><td>10</td><td>10624</td><td>200</td></tr> |
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</table> |
</table> |
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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. |
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The formula to calculate XP is: |
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exp = (10*level+5*level^2+10*level^3+80) |
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== Combat == |
== Combat == |
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Combat is a fight between two or more players. |
Combat is a fight between two or more players. |
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The combat is round based. Each round takes |
The combat is round based. Each round takes 5 turns. |
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To determine whose player start first choose the player who has the biggest value of: |
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<pre> |
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Player.Level + 1D6 |
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</pre> |
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The risk to strike a player can be written as: |
The risk to strike a player can be written as: |
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<pre> |
<pre> |
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Attacker.attack |
Attacker.attack VS Defender.defense/6 + 1D6 |
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</pre> |
</pre> |
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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: |
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<pre> |
<pre> |
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result = Attacker. |
result = Attacker.attack/6 + 1D6 VS Defender.defense |
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if result > 0: |
if result > 0: |
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Defender.hp = Defender.hp - result |
Defender.hp = Defender.hp - result |
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Death happens when hp reachs 0. |
Death happens when hp reachs 0. |
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A critical hit happens when both die rolls are 6. And the damage is equal to Attacker.attack |
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hp points are recovered at a natural rate of 1 HP point each 1000 turns. |
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===Shields=== |
===Shields=== |
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<tr><td>Small shield</td><td>+2</td></tr> |
<tr><td>Small shield</td><td>+2</td></tr> |
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<tr><td>Medium shield</td><td>+3</td></tr> |
<tr><td>Medium shield</td><td>+3</td></tr> |
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<tr><td>Large shield</td><td>+4</td></tr> |
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<tr><td>Tower shield</td><td>+5</td></tr> |
<tr><td>Tower shield</td><td>+5</td></tr> |
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<tr><td>Green Scale shield</td><td>+6</td></tr> |
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<tr><td>Black Scale shield</td><td>+7</td></tr> |
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</table> |
</table> |
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* black/green scale shields are dropped from the black/green dragon. |
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===Armour=== |
===Armour=== |
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<tr><td>Field plate armour</td><td>+6</td></tr> |
<tr><td>Field plate armour</td><td>+6</td></tr> |
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<tr><td>Full plate armour</td><td>+7</td></tr> |
<tr><td>Full plate armour</td><td>+7</td></tr> |
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<tr><td>Green Scaled armour</td><td>+8</td></tr> |
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<tr><td>Black Scaled armour</td><td>+9</td></tr> |
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</table> |
</table> |
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* black/green scaled armour are dropped from the black/green dragon. |
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===Weapon=== |
===Weapon=== |
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<tr><td>Long sword</td><td>+6</td></tr> |
<tr><td>Long sword</td><td>+6</td></tr> |
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<tr><td>Two hand sword</td><td>+7</td></tr> |
<tr><td>Two hand sword</td><td>+7</td></tr> |
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<tr><td>Green Scaled sword</td><td>+8</td></tr> |
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<tr><td>Black Scaled sword</td><td>+9</td></tr> |
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</table> |
</table> |
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* black/green scaled swords are dropped from the black/green dragon. |
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== Dead == |
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The result of combat is usually dead. |
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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> |
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Each time you kill a monster you are rewarded XP. |
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When you are killed you reappear on city and you lose your sheep if you have one.<br> |
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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. |
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