Changes for page Player Character

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

From version 8.1
edited by Alexandros Mloukie
on 2025/12/14 19:20
Change comment: There is no comment for this version
To version 6.1
edited by Alexandros Mloukie
on 2025/12/14 19:01
Change comment: There is no comment for this version

Summary

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>>doc:||anchor="LimbStruct"]] of the left arm
82 +|L_ArmStats|{{info}}Limb Struct{{/info}}|The health and state 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 -=== 3.1.3 - Limb Struct{{id name="LimbStruct"/}} ===
100 +=== {{id name="LimbStruct"/}}3.1.3 - Limb Struct ===
101 101  
102 102  The following struct's data is used to define the health and state of an individual limb:
103 103  
... ... @@ -105,56 +105,3 @@
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.)