Notes »
JRPG Design
Stats
Short | Stat |
---|---|
ST | Strength |
AG | Agility |
IN | Intelligence |
LU | Luck |
HP | Hit points (max) |
MP | Magic points (max) |
HP and MP also have a “current” value.
Calculated stats
Short | Stat | Main stat | Formula |
---|---|---|---|
AT | Attack | STR | ??? |
DF | Defence | AGI | ??? |
MG | Magic attack | INT | ??? |
RS | Magic resistance | INT | ??? |
Modifiers
They exist per stat (including calculated) and they can be of two types:
- Fixed? (+/-)
- Multiplier (% +/.)
Examples:
- Ring of power (+10% MG)
- Curse (-5% AG)
Level progression
Characters have level and current XP, the XP to next level comes from: (4 * (level ^ 3)) / 5
Next level | Experience |
---|---|
2 | 6 |
3 | 22 |
4 | 51 |
5 | 100 |
6 | 173 |
7 | 274 |
8 | 410 |
9 | 583 |
10 | 800 |
11 | 1065 |
12 | 1382 |
13 | 1758 |
14 | 2195 |
15 | 2700 |
16 | 3277 |
17 | 3930 |
18 | 4666 |
19 | 5487 |
20 | 6400 |
Experience obtained after defeating an enemy: (exp * level) / 7
Both variables refer to the enemy. For example, with exp
20:
- to get level 2: 2 enemies of level 1, 1 of level 2
- to get level 3: 7 enemies of level 1, 3 of level 2, 2 of level 3/4, 1 of level 5
- to get level 4: 17 enemies of level 1, 8 of level 2, 5 of level 3, 4 of level 4, 3 of level 5-6, 2 of level 7-8, 1 of level 9
exp
is a value assigned to the enemy type, based on difficulty.
Stat increase after level up:
- Primary: 3 to 12
- Non-primary: 1 to 3
Class | Primary | HP inc | MP inc |
---|---|---|---|
Fighter | ST | ??? | ??? |
Thief | AG | ??? | ??? |
Mage | IN | ??? | ??? |
Equipment
Name | Main stat |
---|---|
Weapon | AT |
Armour | DF |
Accessory | Any (it is a modifier) |
These use space in inventory, with a equipped
flag.
Each item has:
- Class allowed
- Stat and Min value (optional; e.g. heavy sword needs STR >= 16)
Also for weapon/armour we have:
Short | Stat |
---|---|
TY | Type |
AT | Attack |
DF | Defence |
MG | Magic attack |
RS | Magic defence |
- Types: melee, projectile, magic: air, magic: fire, magic: water, magic: earth
- paper/rock/scissors mechanic?
Enemy stats
They “need” base stats for: HP, MP, AT, DF, MG, RS, LU.
Also a value for base EXP and LEVEL.
Actual HP are calculated with: LEVEL + 10 + ((2 * LEVEL + R/2) * (sqrt(EXP) / 2))
R is a value between 0 and 15.
For example, with EXP 20:
- level 1 average 23.5
- level 2 average 29.5
- level 3 average 34.0
- level 4 average 40.5
- …
- level 10 average 73.5
For example, with EXP 200:
- level 1 average 51.5
- level 2 average 66.5
- level 3 average 81.5
- level 4 average 97.5
- …
- level 10 average 187.5
Stats are calculated with: 5 + ((2 * LEVEL + R/2) * (sqrt(STAT) / 2))
R
is a random value between 0 and 15.
TODO
- Missing formulas
- Combat description