governing stats//// stats that control other stats.
[vg] increases [hp]+2, resistence+2./
[sp] spirit, increases mana+2, and magical resistence+2./
[st] strength, used to scale weapons, armour, and perform certain actions, increases defense+1, and [hp]+1./
[dx] dexterity, used to scale weapons, armour, and perform certain actions, increases evasion+2, and chance of critical+2./
[in] inteligence, used to scale weapons, spells, and perform certain actions, luck+1, and evasion+1./
[ft] faith, used to scale weapons, armour, and perform certain actions, magical resistence+1, and [hp]+1./
stats////
[hp] hit points, deplete when you take damage, once they hit 0, initiate game over./
[man] mana, used tou cast spells, cannot cast spell if there isn't enough mana./
[res] resistence, used to negate negetive effects, such as, sleep/poison/blind/mute/stiff/./
[mrs] "magical resistence" decreases elemental damage, such as fire/ice/earth/thunder/light/dark/./
[def] defense, used to negate a percentage of physical damage./
[eva] evasion, used to negate all damage, not "area of effects" attacks./
[coc] "chance of critical", determines the odds of your weapon scoring a critical hit./
[lck] lucky, increases chances of finding items, gambling, lockpicking, bartering, and not falling for traps./
Heres what I got, just scratch out item discovery, how does it all look?
themightyCaolf
should i have a group of main stats, govern smaller stats? Like inteligence increases item discovery.
Doomroar
And yes have the main group of stats, govern sun groups of stats, like every 10 points of int gives a character x of this, x of that, x of that, plus mana, the programmer will be grateful that now everything is linked to one thing.