JayAlio607/TurnBasedPractice
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Turnbased RPG Game Editor(Project Name: AlphaRPG) Readme ------------------------- Summary: The purpose of this project to to provide an Editor in which to create various objects for a turnbased game. Objects such as Items, Weapons, Spells, Enemies, Heros, Classes, Elements, Abilities. Subpurpose is to provide a platform to test out game balance. (Create a battle between two pre-defined parties using the created items & balance) ------------------------- Mechanics Index I. Database Layout II. Magi System III. Class System IV. Combat System V. Character System VI. Other potential features -------------------------- I. Database Layout CharacterClass *Table for various classes (Wizard, Ranger, Knight, Squire.. ect) ClassID (PRIMARY KEY) ClassName Name of Class ConBonus Bonus to Constitution MagBonus Bonus to Magi DexBonus Bonus to Dexterity StrBonus Bonus to Strength SprBonus Bonus to Spirit SpdBonus Bonus to Speed ConPrereq Class Constitution Prereq MagPrereq Class Magi Prereq DexPrereq Class Dexterity Prereq StrPrereq Class Strength Prereq SprPrereq Class spirit prereq SpdPrereq Class speed prereq ClassPrereqClasses *Table of prerequsit Classes & levels to be this class autoID (PRIMARY KEY) ClassID (FORIEGN KEY to PlayerClasses) PreReqClassID (FORIEGN KEY to PlayerClasses) PreReqLevel Level of prereq class required ClassElements *Class & Element link table autoID (PRIMARY KEY) ClassID (FORIGN KEY to PlayerClasses) ElementID (FORIGN KEY to Elements) ClassAbilities *Class & Ability link table autoID (PRIMARY KEY) ClassID (FORIGN KEY to PlayerClasses) AbilityID (FORIGN KEY to Ability) LevelLearned Level that player class learns ability Element *Table of Element ElementID (PRIMARY KEY) ElementName Name of Element Effect *Table of Effects EffectID (PRIMARY KEY) EffectName Name of Effect ElementType (FORIGN KEY to Element EffectType Effect Type (increase, decrease, ect...) EffectedStat Stat Effected (HP, Constitution, Speed) EffectAmount Amount to effect the stat EffectDuration Duration of the effect Ability *Table of Abilities AbilityID (PRIMARY KEY) AbilityName (Name of Ability) AbilityEffects *Ability & Effect Link table autoID (PRIMARY KEY) AbilityID (FORIGN KEY to Ability) EffectID (FORIGN KEY to Effect) Weapon *Table of Weapons WeaponID (PRIMARY KEY) WeaponName Name of Weapon CanBuy Weapon can be bought in stores WeaponValue Weapon Value in stores WeaponPower Weapon effectiveness in physical attacks WeaponMagiPower Weapon ability to focus Magical attacks WeaponEffects *Weapon & Effect Link table autoID (PRIMARY KEY) WeaponID (FORIGN KEY to Weapon) EffectID (FORIGN KEY to Effect) WeaponClasses *Weapon & Class link table autoID (PRIMARY KEY) WeaponID (FORIGN KEY to Weapon) ClassID (FORIGN KEY to CharacterClass) Armor *Table of Armor ArmorID (PRIMARY KEY) ArmorName Name of Armor CanBuy Armor can be bought in stores ArmorValue Armor Value in stores ArmorStrength Armor Strength vs Physical attacks ArmorResistance Armor Resistance to magical attacks Armorclasses *Armor & Class link table autoID (PRIMARY KEY) ArmorID (FORIGN KEY to Armor) ClassID (FoRIGN KEY to CharacterClass) Spell *Table of Spells SpellID (PRIMARY KEY) SpellName Name of Spell SpellMagiCost Magi cost of Spell SpellEffects *Spell & Effect link table autoID (PRIMARY KEY) SpellID (FORIGN KEY to Spell) EffectID (FORIGN Key to Effect) -------------------------- II. Magi System Lore Magi is the term refereed to when harnessing the language of the planet. An Ancient language that was used to create the seas, mountains and forests. Mostly forgotten over the millennia. However those brave enough to search can sometimes find fractions of phrases that were used to create the world. Speaking those phrases aloud takes a toll. Draining the essence of life or Magi. Once used adventures must regain their essence of life before being capable of reading additional phrases. Some have found that if you focus on one particular branch of the language you can gain access to much more powerful phrases in that branch. However they found that by focusing on one branch it is very difficult to articulate the words of another branch. Its as if when someone focus on learning the holy branch of the language their essence itself is changed in such a way that it loses its ability to manifest the words of another branch such as time, fire or Ice. Mechanics Characters can cast spells from their spellbook that are in alignment with their permitted elements. Each cast costs Magi points which can be restored via potions and rest. -------------------------- III. Class System Not yet implemented -------------------------- IV. Combat System Key Stats: Constitution -Used to determine maximum HP Strength -Used to determine effectiveness at physical attacks Spirit -Used to determine effectiveness at magic Dexterity -Used to determine effectiveness at dodging attacks Magi -Used to determine Maximum MP Speed -Used to determine speed of attacks (Turn gauge refill rate) Physical Attacks The attacker will roll an attack score based on strength The defender will roll evade based on armor.ArmorStrength & dexterity If hit the attacker will roll damage based on weapon.WeaponPower Magical Attacks The attacker will roll an attack score based on spirit The Defender will roll evade based on armor.ArmorResistance & dexterity If hit the attacker will roll damage based on spell & weapon.WeaponMagiPower -------------------------- V. Character System Not Yet Implemented -------------------------- VI. Other potential features - Resistance effects Example: Armor piece may provide resistance to particular magi elements or a spell may provide temporary resistance to particular elements - Status effects Example: once your hp = 0 you aquire the status of dead. A particular magi spell may remove the status of Dead and + x HP Example 2: Poision & time may be moved to status instead of elements.