RPG Data and Starting State · Version 0.5
Stats, Resources, and Derived Values
Define scalar Stats, bounded Resources, derived calculations, Ability costs, Speed-based turn ordering, and temporary battle modifiers.
Stats are reusable numeric definitions. Actors provide authored values and growth, while runtime Actor instances evaluate their current results.
Current Stat roles
- Scalar Stats such as Strength, Defense, Speed, or Luck.
- Resources with a current value tied to a maximum Stat, such as HP and Max HP.
- Derived Stats built from a constant and weighted source-Stat terms.
- Equipment and battle modifiers that adjust an evaluated Stat through a stable source key.
Deterministic evaluation
Scalar values apply authored base and growth, additive modifiers, multiplicative modifiers, bounds, and rounding in a defined order. Derived Stats read evaluated source Stats, then apply their own modifiers, bounds, and rounding. Dependency cycles are invalid.
Resources and Ability costs
Abilities may require a Resource cost. The battle checks the current value before resolving the command and deducts the cost through the battle transaction. Resource mutations clamp to their authored bounds.
Speed and turn order
When a Speed Stat is authored, combat uses its evaluated value after Ability priority and before roster-order or stable-ID tie-breakers. A project without an authored Speed Stat still receives deterministic turn ordering from the remaining rules.
Battle-only modifiers
Abilities and Status Effects may add temporary modifiers to the battle-owned Actor state. Stable source keys allow the correct effect to be refreshed, stacked, replaced, or removed without deleting unrelated equipment or gameplay modifiers.
Level changes
Experience uses the Actor definition’s progression formula. Level growth recalculates Stats and clamps Resources, but does not implicitly heal an Actor unless an authored outcome or Action does so.