Attributes
From Codename Cherub Game Project
Contents |
[edit] Attributes List
Below is a list of attributes the game will support for characters. Click the attribute to get more information. Orange backgrounds mean it's an attribute being used in the game somewhere.
| Name | Example Use |
|---|---|
| Speed | Used in calculating turn priority |
| Defense | Used in tier 2 calculations to dampen affects of physical attacks |
| Magic Defense | Used in tier 2 calculations to dampen affects of magical attacks |
| Magic Power | Affects damage calculations for magical attacks |
| Attack Power | Affects damage calculations for physical attacks |
| Vitality | Used in determining how much stamina goes up per level? |
| Spirit | Used in determining how much mp you gain per level |
| Intelligence | Used in various spell calculations- spell damage |
| Stamina | effects how long status ailments last if you have one. |
| Luck | Used in any outcome where randomness is injected |
| Wisdom | Used in various spell calculations- success rate of inflicting? -ailments |
| Magic Skill | Multiplies the effectiveness of magical spells. Using in place of Wisdom. |
| Charisma | Team members look up to you? Enemies less prone to attack you? |
| Constitution | Helps with resisting status ailments. |
| Evade | How often you dodge stuff |
| Vigor | Used in determining how much hp you gain per level |
| Strength | Used in determining how much your attack power goes up per level |
| Durability (weapons & armor) | How long a weapon/armor/accessory lasts until it breaks. Need to repair it or buy a new one? |
| Agility | Determines how long spell casting takes for different spells, perhaps used in calculation of projectile weapon damage (arrows, bullets, bow, gun) |
| Physical Technique | Multiplies the effectiveness of physical attacks. |
| Toss (weapons) | determines damage done by weapons when thrown (separate from atk pwr from weapon) |
| Resistance % | could be for armor or character - natural resistances to elements, non-elemental, melee, slash, blunt, etc. attacks |
| Hit Rate % | How often you hit your target. This could be applied to both characters and weapons or either/or. |
| Class Restriction | Certain classes can't do certain things altogether, or with a penalty. (i.e. fighter can't strike with a rod, mage can use a sword, but has a high rate of missing and does far less damage than a class who knows how to use weapon properly. Priest abhors the shedding of blood, so he won't use sharp weapons, but he's perfectly fine with beating something to death with a blunt stick) |
| Race Restriction | Certain races are prohibited or penalized for using certain things. (i.e. Elves don't use heavy weapons like axes because they are light on their feet, and axe may cause elf to fall over and stumble, dropping axe on foot and causing damage. Dwarves don't use bows because they may accidentally pull the bow too hard, breaking it. Or either one of the aforementioned races could use weapons they're not adapt to, but with penalties. ) |
| Chemist | Items are more effective. (ie. potion will cure 200 hp instead of 100 hp, using antidote will have higher success rate of curing poison) |
[edit] Attributes Dependency Web
[edit] Dealing With Cheater Pantses
Since so many attributes rely on statistics to go up there will be players that want to start false battles and just boost their statistics artificially. Below are how I'm proposing I deal with this:
[edit] StaleMate Battles
- The losing a battle statistic should be implemented in such a way as to prevent anyone from losing a battle willingly. So - for stale mate battles - we will nullify the statistics that were earned during that battle.
[edit] Item Availability
- Items that restore hit points and magic points would be a necessity if one is to boost their stats falsely. Otherwise they would only be able to get a few spells off before they are out of magic points (for instance). So that someone doesn't use items to prop themselves up indefinitely while they boost their stats these items shouldn't be something that can be obtained en masse easily. Items should be available widely enough that players playing normally would have a few here or there for each battle. If someone wants to purchase items they should be able to use in-game money or real money. We should make sure that spending real $ on items doesn't give an unfair advantage though. For instance, items purchased this way cannot all be used in battle (maybe only 2 or 3 per battle) whereas items earned through natural means could all be used at once.
[edit] Experience Earned Without Wins
- Casting spells, taking damage, etc all boost stats that in turn boost base attributes. We should allow experience to be earned for each of these things even if the individual doesn't win the battle they boost the stats in. That would prevent someone from artificially keeping a character at a specific level which would prevent them from being able to boost stats artificially.
-- possible exploit allowing people to gain multiple levels per battle. This last item might not be something we want to do.

