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===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.
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.
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.
http://arianne.sourceforge.net/wiki_images/wolf.gif



== Experience and levels ==
== Experience and levels ==
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<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
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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===