RPG v2 (First Draft): Skill Sets

Abstract

Skills are attributes of the stats of the player. They increase the effect or the counter of an effect on the player. How each one functions in the game is up to the programmer and there will be different skill sets for each game based on type. It also allows the game to use the same stat name internally and just create the skill sets. The reason for this is for another game type unlike Mecha RPG, that wouldn’t make sense to have the same names as in the others.

Versioning

I hope to eventually place different skill sets that are in every game in a basic versioning and then allow the program to extend it. In the first version, I can’t really plan ahead for this, so it will be up to the programmer to do that.

Points

Points will be given out depending on the level and how many points are in the player stats for the skill. Some skills will have a limit based on level that can be set up by the admin panel. The points received can be given to any skill set, and they can be saved for the next level.

Speed

    Stamina

Stamina determines how many attacks a player can give before tiring out and how far the player can travel before the same affect takes effect. Stamina can have any increase that the programmer gives, but stamina decreases and once it does, then the player is stuck until it is gained it back.

      This skill increases the Stamina gain at each level and how much is gained back at each turn.
      Teleport

    Teleport doesn’t use stamina to travel, but its limit is based on how many points it has. Where the player can travel depends also on where the player has been and if they have used their special ability to “save” the location. Saved locations will be kept for the player.

      Attack Rate

    Attack rate determines the speed of which the player can attack before the other player. A higher attack rate doesn’t give the player the exact right to attack first every time, it is only the chance to attack first.

      Block Rate

    The block rate goes with the other blocking skill and gives the chance of if an attack will be blocked based on the other players attack rate.

      Counter Attack Rate

    Determines when an attack is blocked if the player will get a free counter attack, that the player won’t get to block.

      Travel Speed

    This may or may not be used, but it determines how far the player can travel when traveling based on each turn. It decreases how much stamina is used when traveling.

    Strength

    For simple attacking types, the can be added and the attribute is same for all of the types. This will have to be set up in the database and in the Admin Panel.

      Hand

    Hand to hand combat damage modifier.

      Weapon

    Light Weapon damage modifier.

      Heavy Weapon

    Heavy Weapon damage Modifier.

      Magic Attack

    Doesn’t have to be magic in the game, but modifies the damage done by magic types.

      Blocking Counter

    Determines the damage modifier when countering an attack after blocking. It will be added to the weapon damage modifier.

      Critical

    For weapons that have a critical attribute, this determines the damage modifier that will be added to the weapon damage modifier.

    It is possible that a counter will have both a blocking Counter and critical attacking modifier added to the base weapon damage modifier. It is also possible to kill a player with just that, which would give extra bonuses for doing so.

      Health
        This skill increases the Max HP gain at each level.

      Defense

      The basic armor modifiers work the same for each one and are an in game engine item that can be added or changed for each game type. The specification should be, so that it works for each game and can be set to work for the jobs.

        Light Armor

      Damage Resistance modifier for light armor.

        Heavy Armor

      Damage Resistance modifier for heavy armor.

        Blocking

      Determines how much damage is blocked, when an attack is blocked by the player. It is the base modifier for all blocking attributes.

        Magic

      Determines the base damage resistance modifier for each magic type. The game doesn’t have to use the magic name for this to work.

      Block

      For each magic type, there will be a blocking attribute for that.

        Attack

      When blocking an regular attack, this modifier increases the damage resistance, added to the base.

        Disease Resistance

      Resistance modifier to diseases and viruses. The player won’t be completely resistance to these types but will have resistance to weaker types with a high enough resistance.

      Charma

        Alignment

      How evil or good the player is based on the player actions and what the other players think of the player. This doesn’t really have any effect on the game system, but does tell the other players how trust worthy the player is.

        Job

      Increases the players ability to do their job, it isn’t needed because the level determines the ability more than this skill would. It could give that little push to a superior weapon from just a good one.

        Reward

      Increases the chance to gain a rare item and how much money is received after a battle.

      Stealth

        Stealth

      The ability to go into a location and not be seen.

        Discover

      Discover people in stealth mode and traps set by other players and those in dungeons.

        Traps

      The ability to set traps. How exactly this will work is hard to say. There can be traps set in battles, but elsewhere will still have to be decided.

        Thief

      The ability to rob a player or a store run by a player or game.

      Intelligence

      The magic skill sets will be increased here.

        Energy

      How much Energy will be increased after each level.

      Job Skills

      All jobs except I think the banker will have skills associated with them that will increase what the player can do and how fast they can do it.

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