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Enemies are broken up into two types for simplicity. Regular and Giants. Giants have very special moves and more HP, which makes them kind of like mini-bosses.
Enemies are separated between the many regions of Eterna. Though for ease of development reusing enemies in different regions is encouraged.
1.1. The Western Plains
1.1.1. Slime
A basic enemy and example for other creatures
Stats
Value
HP
1
MP
0
Special Ability
Use
Split
Spawns a second slime
Sprite
Use
Level of Completion
Base
idle
---
Move
movement
---
Attack
Attacking
---
Split
Using split ability
---
Implemented in code
Tested
1.1.2. Ferret Man
A basic enemy humanoid that can use items. Randomly spawns with 1 item to use (either: basic status item or basic scroll).
Stats
Value
HP
1
MP
0
Special Ability
Use
Use Item
Uses an item in their inventory
Sprite
Use
Level of Completion
Base
idle
---
Move
movement
---
Attack
Attacking
---
Action
Using item
---
Implemented in code
Tested
1.2. The Eastern Plains
1.3. The Northern Plains
1.4. The Shadow Crags
1.5. The Splintered Woods
1.6. The Forge
1.7. The Crystal Springs
1.8. Leveling
/idea is that the player should be able to progress as they want with higher risk or lower risk debating on the enemy they are fighting. If the enemy is a higher level than the player (and the player defeats it) then the player should earn more experience. However, If the player faces a lower leveled enemy than they are, then they might not gain much exp (if any in some cases)/
Int baseEXP = 50;
Int playerLVL, enemyLVL, LVLCounter, extraEXP, deductedEXP, EXP;
/////////////////checking to see if they are the same lvl or not///////////////////
Check if the playerLVL == enemyLVL, if so than they earn the baseEXP
////////////////figuring out EXP if they are not the same lvl//////////////////////
Else the following applies:
Take player level and enemy level and do the following equation: playerLVL – enemyLVL = LVLCounter
If LVLCounter is positive then do the following:
extraEXP = LVLCounter*25;
EXP = baseEXP + extraEXP; //how much the player earned in EXP
If LVLCounter is negative then do the following:
deductedEXP = LVLCounter * -1; //makes it a positive number
deductedEXP *= 10;
baseEXP – deductedEXP = EXP;
if (EXP < 0){
EXP = 0;
}