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jrpg-gang

Golang project of turn based multiplayer RPG game server

BaseAttributes:

  • health - the hit points unit can take, till die
  • stamina - a weapon may require stamina points to perform action
  • mana - a weapon or spell may require mana points to perform action
  • action points - a weapon, spell or disposable require action points to perform action

Attributes:

  • strength - enhances stabbing, cutting, crushing and bleeding damage
  • physique - affects stun chance, for each 10 points adds 1 point to all physical resistance
  • agility - affects attack / dodge chance
  • endurance - stamina recovery
  • intelligence - enhances fire, cold, lightning, exhaustion, manaDrain, fear, curse and madness damage, multiplies by 1% all modification points
  • initiative - affects turn order, for each 10 points adds 1 action point
  • luck - affects critical chance

State:

  • health - current hit points unit have
  • stamina - current stamina point unit have
  • mana - current mana points unit have
  • action points - current action points for the current turn unit have
  • stress - accumulative, reduces the chance to perform action, increases the chance to retreat and the critical miss chance

Damage, Resistance:

  • stabbing - affects health attribute
  • cutting - affects health attribute
  • crushing - affects health attribute
  • fire - affects health attribute
  • cold - affects health attribute
  • lightning - affects health attribute
  • poison - affects health attribute
  • bleeding - affects health attribute
  • exhaustion - affects stamina attribute
  • manaDrain - affects mana attribute
  • fear - affects stress attribute
  • curse - affects stress attribute
  • madness - affects stress attribute

Recovery:

  • State - recovers state parameters
  • Damage - reduces accumulated damage impact

Modification:

  • BaseAttributes - modifies unit base attributes
  • Attributes - modifies unit attributes
  • Resistance - modifies unit resistance
  • Damage - modifies the damage unit can apply
  • Recovery - recovers unit state

Impact:

  • duration - duration of effect, immediate if zero
  • chance - base chance

DamageImpact:

  • Impact
  • Damage

ModificationImpact:

  • Impact
  • Modification

Items:

  • Weapon - is an equipment and represents any weapon unit can equip and use against the enemy. Weapon may require special ammunition. Deal DamageImpact.
  • Ammunition - is an equipment and represents the ammunition required by the weapon. Should be equipped before the weapon usage. Can have a quantity.
  • Armor - is an equipment and represents any armor unit can equip.
  • Magic - is a knowledge that unit can use as a weapon against the enemy or as a modification to modify/recover stats of friendly units or himself. Deal DamageImpact or ModificationImpact.
  • Disposable - is any sort of "single-use" item. Can have a quantity. Deal DamageImpact or ModificationImpact.

Math:

  • Physical Damage / Resistance: Stabbing + Cutting + Crushing + Fire + Cold + lightning
  • Attack chance: (unit agility - unit stress) - (target agility - target stress) + base chance | minimum 1
  • Attack chance when Stunned: (unit agility - unit stress) + target stress + base chance | minimum 1
  • Critical attack chance: (unit luck - unit stress) - (target luck - target stress) | minimum 1
  • Modification chance: (unit intelligence - unit stress) + base chance | minimum 1
  • Stun Chance: (physical damage - unit stress) - (target physique - target stress) | minimum 1
  • Retreat Chance: unit stress | minimum 0
  • Critical Miss Chance: unit stress | minimum 0

Game Phases

  • Prepare Unit Phase - Unit can be placed on any available position before battle starts. Only Equip or Unequip actions can be performed during this phase.
  • Move or Action Phase - During this phase Move, Use, Equip, Unequip, Wait or Skip actions can be performed while actions points remains more than 4
    • Use action - Can be performed with weapon, magic and disposable items. Reduces required actions points.
    • Move action - Requires 4 action points
    • Equip or Unequip action - Can be performed with equipment any time and requires no ation points.
    • Wait action - moves unit to the back of the queue and keeps all unused action points.

Mechanics:

  • Critical Damage - Doubles the damage.
  • Critical Miss - If a unit's attack misses and the unit's Stress attribute is more than zero then Critical Miss check is performed. A unit can damage itself with double damage.
  • Exhaustion - Any Instant Physical Damage absorbed by unit's equipment accumulates to the exhaustion damage. But cannot be enhanced with opponent's intelligence attribute. If a unit is hit while totally exhausted (stamina is zero), critical damage is dealt.
  • Stun - Any Instant 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 - If Stress attribute is more than zero, before each unit turn the Retreat 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 the Wearout of unit weapon, as well as Wearout of target equipment. If Wearout of an item reaches its Durability, the item can no longer be used and becomes unequipped.

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