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
Last updated Jan 15, 2023