Changes for page Player Character

Last modified by Alexandros Mloukie on 2026/01/12 19:51

From version 7.1
edited by Alexandros Mloukie
on 2025/12/14 19:03
Change comment: There is no comment for this version
To version 2.1
edited by Alexandros Mloukie
on 2025/12/14 18:23
Change comment: There is no comment for this version

Summary

Details

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Content
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9 9  * Equipment Integration
10 10  * The Player Character's Core Attributes
11 11  
12 -(% class="box warningmessage" %)
12 +(% class="box infomessage" %)
13 13  (((
14 - [[image:icon:comment]] All numerical values, parameters, and states will be defined at a later date.
14 + image:icon:info
15 15  )))
16 -
17 -== 0.1 - Disclaimer ==
18 -
19 -This document lacks complete tables of effects, numbers, and more. This is deliberate due to the current state of development. The assignee to this task is free to apply any values, effects, and other unspecified elements they desire, or contact {{mention reference="XWiki.AdamDesign" style="FULL_NAME" anchor="XWiki-AdamDesign-wmrx41"/}} to get further guidelines.
20 -
21 -== 0.2 - Terminology ==
22 -
23 -(% class="table-bordered" %)
24 -(% class="active" %)|=(% style="width: 168px;" %)Term|=(% style="width: 995px;" %)Meaning
25 -|(% style="width:168px" %)PC|(% style="width:995px" %)Player Character
26 -
27 -----
28 -
29 -= 1 - Overview =
30 -
31 -The PC represents the central gameplay entity. Its functionality is determined via three interconnected systems:
32 -
33 -(% class="table-bordered" %)
34 -(% class="active" %)|=System|=(((
35 -Purpose
36 -)))
37 -|Exoskeleton|Governs core player attributes, survivability, armor, and mobility. Modifies combat metrics through attribute scaling and Module upgrades.
38 -|Weapon Systems|Defines offensive capabilities and baseline combat values. Provides base combat metrics.
39 -|Equipment System|Manages auxiliary items, and inventory parameters. Provides passive modifiers and capacity management.
40 -
41 -----
42 -
43 -= 2 - The Exoskeleton System =
44 -
45 -== 2.1 - General Description ==
46 -
47 -The Exoskeleton system is a **permanent augmentation layer** integrated to the PC. It consists of multiple **Modules**, each responsible for a distinct gameplay domain. Modules cannot be replaced or unequipped. Each Module can be upgraded to enhance its attributes within predefined progression limits.
48 -
49 -== 2.2 - Exoskeleton Modules ==
50 -
51 -(% class="table-bordered" %)
52 -(% class="active" %)|=(% style="width: 125px;" %)Module|=(% style="width: 215px;" %)Function Domain|=(% style="width: 823px;" %)Description
53 -|(% style="width:125px" %)Core Module|(% style="width:215px" %)Vitality & Power Management|(% style="width:823px" %)(((
54 -Defines maximum HP, stamina capacity, and upgrade level limits for all other modules.
55 -)))
56 -|(% style="width:125px" %)Right Arm Module|(% style="width:215px" %)Strength & Physical Interaction|(% style="width:823px" %)Governs melee combat output, environmental object manipulation, and strength-based actions (e.g. resource extraction)
57 -|(% style="width:125px" %)Left Arm Module|(% style="width:215px" %)Spells & Magic|(% style="width:823px" %)Gauntlet allowing the execution of predefined spell actions or energy discharges. It affects spell count and potency depending on module upgrades.
58 -|(% style="width:125px" %)Legs Module|(% style="width:215px" %)Mobility|(% style="width:823px" %)Controls movement speed, jump height, and stamina consumption per movement action. Determines traversal efficiency.
59 -|(% style="width:125px" %)Armor Module|(% style="width:215px" %)Protection & Resistance|(% style="width:823px" %)(((
60 -Defines damage mitigation, physical resistance, and subsystem durability. Segmented into head, torso, arms, and legs, with each segment capable of being damaged and repaired individually.
61 -)))
62 -
63 -== 2.3 - Module Upgrade Logic ==
64 -
65 -Module upgrades follow the rules delow:
66 -
67 -* Each Module has an **Upgrade Tier**
68 -* Upgrades improve Module attributes (e.g. speed, power output, resistance)
69 -* Upgrades require resources and access to dedicated upgrade facilities
70 -* Module upgrades do not alter module identity or type
71 -* Core Module tier determines the maximum allowed tier for all other modules
72 -
73 -----
74 -
75 -= 3 - Technical Specifications =
76 -
77 -== 3.1 - Player Data ==
78 -
79 -(% class="table-bordered" %)
80 -(% class="active" %)|=Variable|=Type|=Description
81 -|MainHealth|{{success}}Float{{/success}}|Total health pool. Defined by the Core Module
82 -|L_ArmStats|{{info}}Limb Struct{{/info}}|The [[health and state>>doc:||anchor="LimbStruct"]] of the left arm
83 -|R_ArmStats|{{info}}Limb Struct{{/info}}|The health and state of the right arm
84 -|LegStats|{{info}}Limb Struct{{/info}}|The health and state of the legs
85 -|Stamina|{{success}}Float{{/success}}|Resource used for traversal and combat
86 -|MaximumLoad|{{success}}Float{{/success}}|The maximum combined weight of items the player can carry in their inventory
87 -|Hunger|{{success}}Float{{/success}}|Requirement for the PC to stay alive. Depletes over time
88 -|Thirst|{{success}}Float{{/success}}|Requirement for the PC to stay alive. Depletes over time
89 -
90 -=== 3.1.2 - Limb States ===
91 -
92 -The following enumeration defines the collection of states a limb can be in:
93 -
94 -(% class="table-bordered" %)
95 -(% class="active" %)|=State|=Description
96 -|Healthy|Limb operates normally
97 -|Damaged|Limb has reduced effectiveness (e.g. slower movement speed, weaker attacks)
98 -|Disabled|Subsystem inoperable (e.g. a broken leg will disable sprinting). Also applies the Damaged state's effects
99 -
100 -=== 3.1.3 - Limb Struct{{id name="LimbStruct"/}} ===
101 -
102 -The following struct's data is used to define the health and state of an individual limb:
103 -
104 -(% class="table-bordered" %)
105 -(% class="active" %)|=Variable|=Type|=Description
106 -|LimbHealth|{{success}}Float{{/success}}|The health value of an individual limb
107 -|LimbState|{{success}}Enum - Limb States{{/success}}|The state of the current limb based on its health