StendhalDesign: Difference between revisions
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===Entity Attribute values===
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:
====Player====
Let's make our starting player to be:
====Seller NPC====▼
* <b>ATK<b> - 2
====Buyer NPC====▼
* <b>DEF<b> - 2
* <b>HP<b> - 100
These values have been set randomly.
====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.
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
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====
A wolf is a common creature on plains and forest, it has to be simple enought for a Level 4-5 player to kill.
* <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 ==
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<table border=1 align=center>
<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>
<tr><td>
<tr><td>
<tr><td>
<tr><td>
<tr><td>
<tr><td>
<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>
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 is a fight between two or more players.
The combat is round based. Each round takes
The risk to strike a player can be written as:
<pre>
Attacker.attack
</pre>
If player is hit we need to compute the wound that has been done:
<pre>
result = Attacker.
if result > 0:
Defender.hp = Defender.hp - result
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Death happens when hp reachs 0.
A critical hit happens when both die rolls are 6. And the damage is equal to Attacker.attack
===Shields===
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