StendhalDesign: Difference between revisions
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imported>MiguelAngelBlanchLardin |
imported>MiguelAngelBlanchLardin |
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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. |
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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. |
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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. |
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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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