Golang project of turn based multiplayer RPG game server
health
- the hit points unit can take, till diestamina
- a weapon may require stamina points to perform actionmana
- a weapon or spell may require mana points to perform actionaction points
- a weapon, spell or disposable require action points to perform action
strength
- enhances stabbing, cutting, crushing and bleeding damagephysique
- affects stun chance, for each 10 points adds 1 point to all physical resistanceagility
- affects attack / dodge chanceendurance
- stamina recoveryintelligence
- enhances fire, cold, lightning, exhaustion, manaDrain, fear, curse and madness damage, multiplies by 1% all modification pointsinitiative
- affects turn order, for each 10 points adds 1 action pointluck
- affects critical chance
health
- current hit points unit havestamina
- current stamina point unit havemana
- current mana points unit haveaction points
- current action points for the current turn unit havestress
- accumulative, reduces the chance to perform action, increases the chance to retreat and the critical miss chance
stabbing
- affects health attributecutting
- affects health attributecrushing
- affects health attributefire
- affects health attributecold
- affects health attributelightning
- affects health attributepoison
- affects health attributebleeding
- affects health attributeexhaustion
- affects stamina attributemanaDrain
- affects mana attributefear
- affects stress attributecurse
- affects stress attributemadness
- affects stress attribute
- State - recovers state parameters
- Damage - reduces accumulated damage impact
- BaseAttributes - modifies unit base attributes
- Attributes - modifies unit attributes
- Resistance - modifies unit resistance
- Damage - modifies the damage unit can apply
- Recovery - recovers unit state
duration
- duration of effect, immediate if zerochance
- base chance
- Impact
- Damage
- Impact
- Modification
Weapon
- is anequipment
and represents any weapon unit can equip and use against the enemy. Weapon may require specialammunition
. DealDamageImpact
.Ammunition
- is anequipment
and represents the ammunition required by the weapon. Should be equipped before the weapon usage. Can have a quantity.Armor
- is anequipment
and represents any armor unit can equip.Magic
- is a knowledge that unit can use as aweapon
against the enemy or as amodification
to modify/recover stats of friendly units or himself. DealDamageImpact
orModificationImpact
.Disposable
- is any sort of "single-use" item. Can have a quantity. DealDamageImpact
orModificationImpact
.
Physical Damage / Resistance
: Stabbing + Cutting + Crushing + Fire + Cold + lightningAttack chance
: (unit agility - unit stress) - (target agility - target stress) + base chance | minimum1
Attack chance
whenStunned
: (unit agility - unit stress) + target stress + base chance | minimum1
Critical attack chance
: (unit luck - unit stress) - (target luck - target stress) | minimum1
Modification chance
: (unit intelligence - unit stress) + base chance | minimum1
Stun Chance
: (physical damage - unit stress) - (target physique - target stress) | minimum1
Retreat Chance
: unit stress | minimum0
Critical Miss Chance
: unit stress | minimum0
Prepare Unit Phase
- Unit can be placed on any available position before battle starts. OnlyEquip
orUnequip
actions can be performed during this phase.Move or Action Phase
- During this phaseMove
,Use
,Equip
,Unequip
,Wait
orSkip
actions can be performed while actions points remains more than 4Use
action - Can be performed withweapon
,magic
anddisposable
items. Reduces required actions points.Move
action - Requires 4 action pointsEquip
orUnequip
action - Can be performed withequipment
any time and requires no ation points.Wait
action - moves unit to the back of the queue and keeps all unused action points.
Critical Damage
- Doubles the damage.Critical Miss
- If a unit's attack misses and the unit'sStress
attribute is more than zero thenCritical Miss
check is performed. A unit can damage itself with double damage.Exhaustion
- AnyInstant Physical Damage
absorbed by unit's equipment accumulates to theexhaustion
damage. But cannot be enhanced with opponent's intelligence attribute. If a unit is hit while totally exhausted (exhaustion is zero), critical damage is dealt.Stun
- AnyInstant Physical Damage
can cause stun. When stunned, a unit loses its turn in the current round and appears at the end of turn queue in the next round. If a unit is hit while stunned, critical damage is dealt and the stun is reset.Retreat
- IfStress
attribute is more than zero, before each unit turn theRetreat
check is performed. A unit can miss its turn by moving to a corner of the battlefield.Equipment Wearout
- Each success action followed by damage, or each action that requires ammunition, increases theWearout
of unit weapon, as well asWearout
of target equipment. IfWearout
of an item reaches itsDurability
, the item can no longer be used and becomes unequipped.