Core attribute multiplayers. Your core attribute points will be multiplied by this all of numbers are equal to each other. This is for no cards MMOrpg mod. Mods that use cards use a different mana and card draw system. Battle royal dungeon survival mod modifies everything and make all players nearly equal to each other. So this game has more than one attribute core systems and they are completely different.
Atk:1between2 Hit:1 Dodge(Fle):1 Armor(arm):1 Hpr:0between1 Mpr:0between1 HP:16(-1) MP:16(-1) STd:1 STr:2 Shp:8
When you atk someone you need to land the hit so your attacks can miss the target. Fle Hit determines this. Default you miss %50 your attacks formula is Hit/(Hit+Fle) or Fle/(Hit+Fle). Let say you have 1 Fle enemy has 68 hit, you will dodge from this attack 1/69 rate which means you will not dodge it.
When you deal damage your damage is always random and it will be between 1 and damage you trying to deal. So on paper you may say throw %50 of my damage to garbage. After that your damage will hit targets armor. Armor is directly subtracted from your damage. If you will deal 3 damage 1 armor makes it 2, 2 armor makes it 1, and 3 armor or 999 armor will make it 0. And armor is like hp and it gets full each turn so if your armor is penetrated all other damages that turn will ignore your armor. Basically high armor is useless. You always want to keep your armor low because too high armor will just block all damage and will make you a stone that noone will attack. If you be too tanky other enemies may runaway from you or try to stun you with debuffs. After that damage will hit hpr than it will hit hp if hp is 0, it will hit mpr than mp. If mp and hp is negative target will become a corpse if it is a player. You can resurrect corpse player. Defend them while they trying to recover. Carry them at your back and lose move speed, become unable to atk. Or throw them to lava. Monsters do not attack to corpse players. I added this because i wanted to let players violate each other.
HPr and MPr is between 0 and its value so you may not recover hp because that makes game more exiciting and risky. If you get hit too many times you may get stunned. Each turn if you dodge an attack you gain stun recovery however even when you dodge attacks you get stun damage and if you get hit you get %200 stun damage. First attack you dodged will not deal stun damage and you dodge biggest damage first. Armor doesnt block stun damage and stun system designed for killng too defensive players or bosses. By default if you get hit 4 times in a row you get stunned. Stunned people will only have hp, mp, shp all other attributes will become 0 basically you become open target and completely paralyzed. Stun only lasts 1 turn starts from next turn and will be end after that. Stunned people will not get stun damage for next turn and their shp will be full.
Movement speed on a openworld turn based mmorpg you will have limitless move speed however movespeed and other distance based stuff gets very expensive as you keep upgrading them. We use triangular numbers for calculating cost of run, fly, swim, space speeds and sight ranges will be added on that for calculating how far you can see. However hide points from specific senses will completely hide enemies, you roll random numbers to calculate will you detect them like dodge hit calculation and by default %66 time you will fail to see them also distance affects this so near targets will be easier to detect. However next turn they will be hidden again. If something attacks you, you will see its location and you will have double sight to see it but you may not know what is it if your sights are low and your dice rolls fail.
Copy paste from my old notes: 1xSenses: sight, hear, smell, infrared, magnetic, mind, spirit, emotion 1xRange Movement: 1xLand 2xWater 3xAir 4xSpace
We had to have 8 senses instead of 7. Mind feels a thinking being, ideology. Spirit feels existence of a spirit, a myterious invisible existence. Emotion feels emotions like anger or cunningness like lie detectors. Magnetic feels electricity and invisible forces. Infrared sight of heat, feeling the temperature. Others, humans have got them.
Triangular numbers always used for limiting the opness. Moving in space is very hard and ranged attacks OP in space. Also someone can hit you from sky and you cant reach. Movement is random so sometimes you cant even move. So you cant always hit and run. And you first move, after that attack. Movement is always lower than range.
In animations people fly with same speed in everywhere. For that we use something called move with 8x cost which means 8 times triangular numbers. Normally it had to cost 1+2+3+4=10x but because of that guy will move slowest and most of game on land and air; that guy is actually wasting too much points just for being a little bit fast in space while being slowest on ground.
Each sense detects different information about target. Level, element weakness, attack style weakness, stats, percentage of current HP; everything detected by different Sense's and this stuff depends on which Sense's you use more strongly. You can also feel danger or distance of invisible enemies or their number. You may even see location of invisible targets but cant attack them because of they are invisible.
Strongest player in map and game will be shown to you so you can go hunt them but hundreds of players may die for hunting strongest guy. Also there can be no maps for making far away bombarding and running too fast possible which means borderless world. At the end of game you will create randomly generated characters and they will be OP. At rebirth you get +1 stat if you rebirth 10 times that will be +10 and exp you will give will be based on stat points you have got. If a player get killed by player; will drop cheapest item he have got. And after a point all items have nearly same power.
You can see the map but enemies away from you will be always invisible. When you move your movement is random so you may not even move if unlucky, because of that running away is risky. You attack after you move, you cant hit and run. You can increase your attack range. You also need to increase your sight there was 8 senses separately upgraded and hiding stats for special to each senses which makes hiding harder than seeing. 2 hide deletes 4 sense of same type and 1 from a different type.
Elemental resistances in this game doesnt get multiplied, will be added instead. Normally your resistances are +0. If it is +100 means you wil get +%100 more damage from attack. Let say someone will deal you +%400 damage because he is using a skill that increase his damage by +%300 and you are +%100 weak to this element it makes +%400 and basic attack damage is %100 that makes total %500 damage. If you resist to something by -%100 that means you will not take damage unless enemy use a buff or skill that increase his damage let say he will deal %600 damage and you are -%100 resistant you take %500. Because in pokemon we seen a horrible multiplying weakness system and it wasnt fun to play. So i dont want to multiply weakness and resistances. Now copy paste time(There is also negative versions of elements witch turns positives to negative and negatives to positive):
Fire, Electric, Magnetism, Ice, Water, Wind, Light, Holy, Dark, Spirit, Mental, Poison, Earth, Slash, Stab, Smash; 16
FIRE: Hate, chemical reaction with air. Freezing flames. Light. Holy also Dark. -Fire means cooling or killing the flames.
ELECTRIC: Life, magnetism, speed. Holy. -Electric means death.
MAGNETISM: Control, ruling, forcing, dictatorship. Gravity, magnet, bending, telekinesis. -Magnetism = soft attacks that doesnt effect metals.
ICE: Selfishness, energy stealing, cold. Holy and Dark. -Ice means heating.
WATER: Being normal. Liquid, wave, smash. Neutralizer. -Water means drying.
WIND: Gentleness. Gas, storm, lightweight. Holy. -Wind = more gravity.
LIGHT: Being an attention whore. Annoying. Holy. Laser, blindness, radiation, nuclear. -Light = blindness, energy drain.
HOLY: Being John Frederick Kennedy. Suicidal. Blessing, love, help, support, light, flame, death. -Holy = depression.
DARK: Killing everything for fun. Not good. Death, darkness, hate, insanity, murder, poison. -Dark = destroying self love.
SPIRIT: Psychologist. Sensetive. Ghost, life, spiritual, demonic, emotional. -Spirit = emotional breakdown.
MENTAL: Scientist. Smart, logical. Insanity, confusion, losing purpose, not understanding, mind control. -Mental = insanity crisis.
POISON: Cheating, lying, secrets, cadishness. Bug, mutant, soldier. Do not trust and dont drink. Poison, acid, chemical, venom, illness, plague. -Poison = electrolisis.
EARTH: Lazyness. Never moved. Sand bending, avalanche, giant earth elementals. -Earth = fall damage.
SLASH: Heroic vandalism. Believes he is main character. Normal basic sword attack. -Slash = element of god.
STAB: Assassinating, murdering with style. Cunning, determined. Spear stab. -Stab = soundwave.
SMASH: Barbaric brawler. Ignorant, not educated, basic, instinct. Just a basic punch or canon ball. -Smash = element of golden dragon.
Develop games in your browser. Powerful, performant & highly capable.
I will make you code best video game can possibly made. 8 players go into a dungeon try to find loot and escape from exit point. However they can work together to kill the dragon and after that they can kill their friends to steal their money and you have to go to exit door while carrying heavy greedy loot while zombies run after you. You can level up, memorize the map and know what events can trigger what monster can spawn where when but everything happens randomly. You can manipulate other players or run away while they kill each other. Or lure monsters to other players.
When you die you dont die; you just get tired and will recover after a long time. However players can kill you or help you to get up. While you down, monsters will not attack you. So sometimes you may want to kill someone for sure or leave it disabled and run away from monsters. You can also get wounded and gain very bad debuffs, this debuff can be permanent or long lasting. You can hide from monsters and slowly reach to medicine but they can randomly detect you. Debuffs can disable some of your skills and talents; like you lost a finger and cant use guns. Basicly it is a turn based game but you dont know what will happen and you want to survive, you want to escape and there is other players do all annoying stupid things. Also you use cards and mana and cards are tradeable just like hearthstone because WOW system is repeating combat. But randomly drawn cards are un and random and doesnt repeat to much. So you want to shoot a fireball but you dont have that card than you will use shoulder charge attack instead because you have that card.
There is also ammunition and bombs and crafting. But crafting is just have items start crafting, after random turns crafting is over and item is ready than throw molotov cocktail. Also some players strong against vampires some others are spider hunters but monsters spawn randomly what if your worst rival spawns at top of you. Learn where what spawns try to stay away from danger and get scared when you have to go near to a spawn point. Also you have limited sight, some players see better than others and players can hide in closets or behind boulders. Some players harder to detect some run faster, some stronger, some carry more loot. Characters are unique and randomly generated.
When you level up you cant say i go full damage; game randomly choose 2 things and you choose 1 of this 2. You feel like you developing your champion but actually game randomly developing you and lets you decide between two choices and you feel like you have freedom and tactics but no; everything is %100 random in this game. Game is playing with you, you are the game actually. If we give freedom to player they all will use same cards, same tactics, same build; we do not let them abuse game mechanics; no no no.
So it's been 5 years...how is the game development going on the MMORPG?
Didnt find any coder.