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Player Class ~ Example Stats and Abilities
Note: The base stat total of all prefab classes is equal to 110, and stats are given to prefab classes in increments of 5.
Basic stats include:
- Health
- XP
- Speed
- Physical Defense
- Physical Attack
- Ranged Attack
- Magic Defense
- Magic Attack
- Mana
Non-combat abilities incorporate features such as exploration, item discovery, additional information, or other gameplay progression related activities. We could coordinate with the rpg-skill-trees team to see how these types of abilities could be unlocked progressively throughout a game.
Combat abilities fall within the scope of battle, and will contain stat boosters, special attacks, or other such unique battle elements. We will coordinate with rpg-battle-system to figure out how to incorporate such skills, as well as with rpg-skill-trees to again see how these types of abilities could be unlocked progressively.
Currently a work in progress. Can check out https://github.com/uchicago-cs/chiventure/pull/991.
Health | Speed | Phys. Def | Phys. Attack | Ranged Attack | Magic Def | Magic Attack | Mana |
---|---|---|---|---|---|---|---|
20 | 15 | 20 | 25 | 10 | 10 | 5 | 5 |
Warrior’s Instinct: Through his or her tried experience in battle, the warrior can detect the stats of an incoming enemy before entering the battle.
Warrior’s Force: The warrior can use his or her skill with weaponry to smash through some smaller obstacles.
Berzerk: The warrior becomes enraged and enters a frenzy state lasting three turns.
- +10 Physical Attack for 3 turns.
- -5 Physical Defense for 3 turns.
- -5 Magic Defense for 3 turns.
Melee Strike: Basic attack for the warrior class.
- Base damage: 5 Physical
Health | Speed | Phys. Def | Phys. Attack | Ranged Attack | Magic Def | Magic Attack | Mana |
---|---|---|---|---|---|---|---|
10 | 10 | 5 | 5 | 10 | 20 | 25 | 25 |
Detect Magic: Can be used to determine if there is a magic item in the room the player is currently in.
Throw Light: Momentarily cast a ball of light into the player’s current room.
Magic Bolt: A small bolt of magic.
- Base Damage: 5 Magic
- Cost: 1 Magic Energy
Sorcerer’s Defense: Create a thin magical barrier.
- Base Effect: +2 Physical Defense for 5 turns.
- Cost: 3 Magic Energy
Slowing Goob: Covers your opponent in a mysterious goop.
- Base Damage: 3 Magic
- Base Effecct: Opponent Speed -2
- Cost: 5 Magic Energy
Health | Speed | Phys. Def | Phys. Attack | Ranged Attack | Magic Def | Magic Attack | Mana |
---|---|---|---|---|---|---|---|
10 | 20 | 10 | 15 | 25 | 10 | 10 | 10 |
Scouting Affinity: By using his or her refined recon abilities, the ranger can occasionally find hidden paths to a destination.
Expert Forager: The ranger is able to masterfully ration consumable items, making their effects 10% more pronounced.
Get to a Vantage Point!: The ranger loses a turn searching for a good location, but on the following turn is extremely well positioned.
- Forfeit current turn.
- Immune to Magic Damage and Physical Damage on next turn.
- +5 Ranged Attack on next turn.
Arrow strike: Basic attack for the ranger class.
- Base Damage: 5 Ranged
Piercing Shot: Advanced attack for the ranger class.
- Base Damage: 4 Ranged
- Base Effect: Ignores 50% of enemy armor.
Health | Speed | Phys. Def | Phys. Attack | Ranged Attack | Magic Def | Magic Attack | Mana |
---|---|---|---|---|---|---|---|
15 | 15 | 10 | 5 | 5 | 20 | 20 | 20 |
Magic word: The bard deals damage to your opponent with just a word.
- +6 damage
Poetic line: A full line of poetry hits the bard's opponent!
- Base Damage: +12 damage
Enchanted Stanza: The full weight of your stanza strikes your opponent!
- Base Damage: +18
Health | Speed | Phys. Def | Phys. Attack | Ranged Attack | Magic Def | Magic Attack | Mana |
---|---|---|---|---|---|---|---|
10 | 25 | 25 | 15 | 15 | 10 | 5 | 15 |
Quick Hit: Hit's the rogue's opponent with a quick jab.
- Base Damage: +5
Backstab: Attacks the rogue's opponent from behind, catching them by surprise!
- Base Damage: +12 damage
Leg Swipe: Knock the rogue's opponent’s legs out from under them, bringing them to the ground!
- Base Damage: +18
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Action Management
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Battles
- Design Document
- Text Based Combat in Other Games
- User Stories
- Wishlist
- Battle Planning 2022
- Battle User Stories Review 2022
- Structs in Other Modules Related to Battles 2022
- Stat Changes Design Document
- Run Function Design Document
- CLI Integration Design Document
- Move Changes Design Document
- Unstubbing Stubs Design Document
- Battle Items and Equipment Design Document
- Battle Item Stats
- Battles Demo Design Document
- Battles Testing Moves, Items, and Equipment Design Document
- Sound integration with battle (design document)
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Custom Actions
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Custom Scripts
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DSL
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CLI
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Enhanced CLI
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Game-State
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Graphics
- Design Plan
- Design document for integrating split screen graphics with chiventure
- GDL (Graphical Description Language)
- Graphics Sandbox
- Design Document for NPC Graphics and Dialogue
- Feature Wishlist (Spring 2021)
- Installing and Building raylib on a VM
- LibSDL Research
- Module Interactions
- Working with Raylib and SSH
- raylib
- GDL
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Linking the Libzip and Json C to chiventure on CSIL machines
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Lua
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NPC
- Dependencies: Player class, Open world, Battle
- Action Documentation
- Design Document for NPC Generation in Openworld
- Design and Planning
- Establishing Dependencies
- Implementation of Custom Scripts
- Independent Feature: NPC Movement Design Document
- Player Interaction Design and Planning
- Dialogue
- Design Document for NPC Dialogue and Action Implementation
- Loading NPCs from WDL Files
- NPC Battle Integration Design Document
- NPC Battle Integration Changes Design Document
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Open World
- Autogeneration and Game State
- Deciding an integration approach
- Designing approach for static integration into chiventure
- Feature Wishlist
- Generation Module Design layout
- Potential connections to the rest of chiventure
- Single Room Generation Module Design
- Source Document
- User Stories
- World Generation Algorithm Plan
- Loading OpenWorld Attribute from WDL
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Player Class
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Player
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Quests
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Rooms
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Skill Trees
- Avoiding soft locks in skill tree integration
- Components of Exemplary Skill Trees
- Design Document and Interface Guide
- Environment interactions based on skill characteristics
- Integrating complex skill (combined, random, sequential, etc.) implementation
- Integration of a Leveling System
- Potential Integration with existing WDL
- Research on game balancing in regards to skill trees
- Research on skill tree support in modern day game engines
- SkillTree Wiki Summary
- Skilltree "effect" implementation and roadmap
- Summary of md doc file for skilltrees
- Design ideas in connection to other features
- Summary of Skill Tree Integration 2022
- The Difficulty of the Reading the World
- Complex Skills Summary
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Sound
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Stats
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WDL