summaryrefslogtreecommitdiff
path: root/docs/progression.txt
diff options
context:
space:
mode:
authorAndrei Karas <akaras@inbox.ru>2011-01-02 01:48:38 +0200
committerAndrei Karas <akaras@inbox.ru>2011-01-02 02:41:24 +0200
commit3eeae12c498d1a4dbe969462d2ba841f77ee3ccb (patch)
treeff8eab35e732bc0749fc11677c8873a7b3a58704 /docs/progression.txt
downloadmanaplus-3eeae12c498d1a4dbe969462d2ba841f77ee3ccb.tar.gz
manaplus-3eeae12c498d1a4dbe969462d2ba841f77ee3ccb.tar.bz2
manaplus-3eeae12c498d1a4dbe969462d2ba841f77ee3ccb.tar.xz
manaplus-3eeae12c498d1a4dbe969462d2ba841f77ee3ccb.zip
Initial commit.
This code based on mana client http://www.gitorious.org/mana/mana and my private repository.
Diffstat (limited to 'docs/progression.txt')
-rw-r--r--docs/progression.txt129
1 files changed, 129 insertions, 0 deletions
diff --git a/docs/progression.txt b/docs/progression.txt
new file mode 100644
index 000000000..a25cf11fd
--- /dev/null
+++ b/docs/progression.txt
@@ -0,0 +1,129 @@
+-----------------------------------
+THE MANA WORLD PLAYER'S PROGRESSION
+-----------------------------------
+
+1. PLAYER'S STATS
+2. PLAYER'S STATUS
+3. AN ATTACK PROCESS
+4. LEVELS
+
+1. PLAYER'S STATS
+
+Strength : The Strength determines how much a player will physically damage
+ an enemy.
+
+Vitality : The Vitality deals with the player's HP, and damage resistance.
+
+Agility : The Agility determines the attacks frequency of a player, and
+ the ability to escape attacks from an encounter.
+
+Intelligence : The Intelligence determines how many MP a player can have, how
+ many abilities he can master, and how strong his magic attacks
+ can be.
+
+Spirit : The Spirit deals with the player's magic resistance, and also
+ with magic effectiveness.
+
+Luck : The Player's Luck determines the player's evades, how he can
+ deals critical attacks, and a little bit with the hit
+ percentage.
+
+A Player has got 11 points to distribute to each stat before beginning at
+level 1. A Stat must have at least 1 point given to it. The Player earns 1
+point for each level he reaches.
+
+
+2. PLAYER'S STATUS
+
+HP : Hit Points. How much a player can be hit before dying.
+ HP = (3 * Vitality) + Strength + Level
+
+MP : Magic Points. Used by Spells, or Special Skills.
+ MP = 2 * Intelligence + Spirit
+
+Attack : The Attack tells how much exactly the player will reduce the
+ opponent's HP, minus its defense and extra protection.
+ Attack = 3 * Strength + Luck
+
+Defense : The Defense will reduce the HP damage taken by an opponent.
+ Defense = 2 * Vitality + Agility + Luck
+
+Magic Attack : Same but for the might of your spells.
+ Magic Attack = 3 * Intelligence + Spirit
+
+Magic Defense : Same but for the defense against magic skills and spells.
+ Magic Defense = 3 * Spirit + Luck
+
+Hit (%) : Indicate the chance a player has to hit an opponent. The Score
+ is in percentage.
+ Hit = ((3 * Luck + 2 * Agility + Intelligence) / 6) * 10
+ (Max : 125 %)
+
+Evade (%) : Indicate the chance a player has to evade an opponent's hit.
+ The score is in percentage.
+ Evade = ((3 * Luck + Spirit + Vitality )/5) (Max : 75 %)
+
+
+3. AN ATTACK PROCESS
+
+An attack process is quite simple :
+The Hit(%) of the attacker is taken, minus the evade of the opponent.
+A random score is taken by the server and if it's less than the Attacker's Hit
+modified, the attacker actually hits the opponent.
+N.B. : A magic attack never miss if it isn't based on status changing.
+For instance, a fire ball always touches the opponent.
+
+Then, the attack plus the its modifiers (weapons attack upgrade, items bonus,
+...) minus the opponent defense (plus bonus) is taken to reduce the opponent
+HP.
+
+
+4. LEVELS
+
+The XP-For-The-Next-Level of a player is calculated with his/her class number.
+Cf. Class Number for more information. Higher is the class, higher is the class
+number.
+
+Minimum XP For This Level = Level^3 + ClassNumber * Level.
+XP For Next Level = (Level + 1)^3 + ClassNumber * (Niveau + 1).
+
+To be of a level, a player must have an actual XP which is between minimum and
+xp for next level.
+N.B. : A player earns 1 stat point for each level he reaches.
+
+
+5. JOB POINTS
+
+Job Points are used to get skill points, that can be used to learned and
+reinforce special skills, which can be acquired by being of certain classes.
+
+Job points are obtained by job leveling.
+!! : Changing the class of a character reset to the job level of the character
+ the last time he was of that class. It can be zero if the player has never
+ been of this class!
+
+Job level : 20 + 2^Level + Level.
+
+6. CLASSES
+
+A player can be one of mutiple classes ; A wizard is different from a archer,
+and can't held the same weapons, armors, etc... A score is associated with each
+class defining how hard it is to level for a player. Also, special skills can
+be learned from each classes, by giving them skill points, earned by gaining
+job points.
+
+Classes --- Class Nr -- Skill Associated ------------------- Conditions -------
+
+Beginner 16 Sitting (JobLvl : 4)
+Apprentice 17 Fire Ball, Ice Needles (JobLvl : 4) Beginner Lvl:10
+Archer 17 Hard Shot, Line Shot (JL:5) Beginner Lvl:10
+Peon 17 Double Hit, Hard Hit(JL:5) Beginner Lvl:10
+...
+
+
+7. NOTES
+
+Every of these notes have to be discussed, if you have any feedback,
+suggestions, updates, commit or tell them at:
+
+address: irc://irc.freenode.net channel: #themanaworld