This is a sample stats system that I made. Controls: - Left/Right Arrows: Scroll through options - Space: Select option - Z: -1 HP - X: +1 HP - A: -1 EN - S: +1 EN
What Each Attribute Means: - Lv: The player's level, maximum is 30 by default. You can choose how the player levels up. - HP: Stands for "health points" How much damage the player can take before dying. If the player dies three times, the game ends. You can change or remove this in your game. - EN: Stands for "energy". Slowly decreases- If it hits zero, HP starts going down. Certain abilities such as automatic healing can only be active when EN is high enough. - Attack: How much damage the player does to enemies. This is not relevant to this project, but you can use this if you add enemies to your game. - Defense: Resistance to enemy attacks. You can test this by choosing the "Enemy Damage" option and entering the enemy's attack. The formula is Attack divided by Defense plus or minus any specific damage multipliers. There's a 20% chance for attacks to be critical hits (100% if the player's energy is zero or the player has the "Weakened" status ailment) - Age: Increases by 0.1 every 6 seconds (1 every minute). - Lifespan: Determines how long the player will live. After the player's age surpasses this number, the player will slowly start to get weaker. - Base Stats: Average amount a stat will go up upon leveling up. If you want to add effort values like in Pokemon, you may want to use these, otherwise you can replace these with your own numbers. - Status Ailments: Poison decreases the player's HP by 1 every 3 seconds, but will not kill the player. Bad Poison decreases the player's HP by 1 every 2 seconds and can actually kill the player. Anemia decreases EN by 1 every second until it runs out. Took inspiration from Pokemon and similar RPG's.