Changes for page Player Character
Last modified by Alexandros Mloukie on 2026/01/12 19:51
From version 6.1
edited by Alexandros Mloukie
on 2025/12/14 19:01
on 2025/12/14 19:01
Change comment:
There is no comment for this version
To version 8.1
edited by Alexandros Mloukie
on 2025/12/14 19:20
on 2025/12/14 19:20
Change comment:
There is no comment for this version
Summary
-
Page properties (1 modified, 0 added, 0 removed)
Details
- Page properties
-
- Content
-
... ... @@ -79,7 +79,7 @@ 79 79 (% class="table-bordered" %) 80 80 (% class="active" %)|=Variable|=Type|=Description 81 81 |MainHealth|{{success}}Float{{/success}}|Total health pool. Defined by the Core Module 82 -|L_ArmStats|{{info}}Limb Struct{{/info}}|The health and state of the left arm 82 +|L_ArmStats|{{info}}Limb Struct{{/info}}|The [[health and state>>doc:||anchor="LimbStruct"]] of the left arm 83 83 |R_ArmStats|{{info}}Limb Struct{{/info}}|The health and state of the right arm 84 84 |LegStats|{{info}}Limb Struct{{/info}}|The health and state of the legs 85 85 |Stamina|{{success}}Float{{/success}}|Resource used for traversal and combat ... ... @@ -97,7 +97,7 @@ 97 97 |Damaged|Limb has reduced effectiveness (e.g. slower movement speed, weaker attacks) 98 98 |Disabled|Subsystem inoperable (e.g. a broken leg will disable sprinting). Also applies the Damaged state's effects 99 99 100 -=== {{id name="LimbStruct"/}} 3.1.3- Limb Struct===100 +=== 3.1.3 - Limb Struct{{id name="LimbStruct"/}} === 101 101 102 102 The following struct's data is used to define the health and state of an individual limb: 103 103 ... ... @@ -105,3 +105,56 @@ 105 105 (% class="active" %)|=Variable|=Type|=Description 106 106 |LimbHealth|{{success}}Float{{/success}}|The health value of an individual limb 107 107 |LimbState|{{success}}Enum - Limb States{{/success}}|The state of the current limb based on its health 108 + 109 +---- 110 + 111 += 4 - Weapon System Integration = 112 + 113 +The Weapon system defines the baseline combat parameters, such as damage, attack wind-up, penetration, and more. The Exoskeleton system applies **scaling modifiers** to those parameters according to the respective Module's level. 114 + 115 +(% class="box warningmessage" %) 116 +((( 117 +[[image:icon:comment]] The final numbers will be decided when the appropriate documentation is released. 118 +))) 119 + 120 +---- 121 + 122 += 5 - The Equipment System = 123 + 124 +== 5.1 - Amulet Slots == 125 + 126 +The PC can install **Amulets**, which provide passive or active effects. The carrying capacity of Amulets depends on the Core Module's level. 127 + 128 +== 5.2 - Inventory Structure == 129 + 130 +The PC's Inventory has a rectangular shape made up of individual square cells. Inventory capacity is defined via two parameters: 131 + 132 +(% class="table-bordered" %) 133 +(% class="active" %)|=Parameter|=Purpose 134 +|Item Size|Defines the size of the item (e.g. 2x2, 3x6 etc.) 135 +|Item Weight|Contributes to the current load the player is carrying, and affects [[Stamina efficiency>>doc:||anchor="WeightImpact"]] 136 + 137 +To be able to acquire an item the following conditions **must** be met: 138 + 139 +* The weight of the item, added to the current total weight within the PC's inventory, must not exceed the MaximumLoad 140 +* The new item must fit inside the inventory without overlapping with other items 141 + 142 +== 5.3 - Weight Impact{{id name="WeightImpact"/}} == 143 + 144 +The following table shows the relation between the current percentage of weight within the PC's inventory, to its impact on mobility: 145 + 146 +(% class="table-bordered" %) 147 +(% class="active" %)|=Load|=Impact 148 +|Light Load|Full movement speed, full stamina regeneration 149 +|Medium Load|Movement speed and stamina regeneration are reduced by 10% 150 +|Heavy Load|Movement speed and stamina regeneration are reduced by 30% 151 +|Overloaded|Movement is restricted. Sprinting and Jumping are disabled 152 + 153 +---- 154 + 155 += 6 - Progression Framework = 156 + 157 +* PC progression is tied to Exoskeleton Module Upgrades and Weapons 158 +* Resources are allocated to Modules rather than attributes directly 159 +* Upgrading the Core Module increases the overall capacity for Amulets and the maximum possible value of other Modules 160 +* Module upgrades unlock passive bonuses (e.g. reduced stamina use, faster repair rate, etc.)