(even if you aren't vegan)
Difference between revisions of "Inside Ted's Head/jojocraft"
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=== Weapon Statistics === | === Weapon Statistics === | ||
− | + | *'''Damage''' - The damage range of a weapon that it deals on a hit. This range includes your base damage, and includes the bonus damage granted from high Strength. | |
+ | |||
+ | *'''Weight''' - The weapon's weight determines how fast you can swing it, by comparing the number to your speed score and subtracting it to determine your total swing speed with that weapon. Lighter tools can be swung faster. | ||
+ | |||
+ | *'''Range''' - How far the weapon reaches from you, in squares. Ranged equipment has varying ranges based on how long you charge it before firing, and will express this statistic as a range. | ||
+ | |||
+ | *'''Type''' - The type of damage the weapon deals, between Melee, Ranged, and Magic. Determines the criteria under which you score critical hits. Ranged Weapons score critical hits when they're fully charged, melee weapons critically hit when charging towards the enemy. Magic is currently not implemented and does not have a way to score critical hits. | ||
+ | |||
+ | *'''Durability''' - How many attacks you can make with a weapon before it breaks. Broken weapons don't function until repaired at an Anvil. | ||
+ | |||
+ | *'''Knockback''' - How far your attacks with this weapon knock a target back on-hit, measured in squares. Heavy and melee weapons often score higher amounts of Knockback. | ||
=== Armor Statistics === | === Armor Statistics === |
Revision as of 23:16, 30 January 2014
Contents
Stats System
Player Statistics
- Level - A measure of gathered experience, which is then converted into levels. Levels are used to upgrade stats, enchant equipment, and to use the Anvil.
- Health - The amount of damage you can take before you die. Damage comes from mobs, projectiles, and certain aspects of the environment. Health regenerates over time above a certain level of Hunger. This stat can be leveled up.
- Hunger - A measure of energy you can expend to perform certain tasks, such as gathering resources and running. Losing half of your hunger stops natural Health regeneration. At 0 Hunger, you cannot gather resources and have a penalty to speed. Hunger automatically increases in capacity and decreases faster as Health is leveled up.
- Defense - Reduces incoming damage from mobs, and from certain environmental hazards. Defense points come from armor and accessories. Heavier equipment can weigh down a character with low Strength.
- Strength - A measure of how hard you can swing and how many items you can carry. When unarmed you deal a base amount of damage, and Strength improves the damage you do with weapons. This stat can be leveled up.
- Speed - How fast you can move, as well as how fast you can use weapons and tools. Negatively influenced by being weighed down with items, but this can be counteracted by leveling Strength as well. This stat can be leveled up.
- Mana - To be added at a later date. Affects ability to cast spells, and works like health in all other respects. May also affect what levels of magic you can use. This stat can be leveled up.
Upgrading Statistics
To level up a stat, it is required that you gather a requisite amount of experience Levels to do so. When you've reached the desired amount for your stats, enter the Stats Tab of your inventory to upgrade your stats. Subsequent stat improvements cost more levels. Stats can normally only be leveled a certain amount of times, but these limits can be removed by editing the gamerule statLevel. Editing the formula that determines the experience needed between levels can be editing using the config file, but this is ill-advised for those without proper knowledge of editing such files.
Weapon Statistics
- Damage - The damage range of a weapon that it deals on a hit. This range includes your base damage, and includes the bonus damage granted from high Strength.
- Weight - The weapon's weight determines how fast you can swing it, by comparing the number to your speed score and subtracting it to determine your total swing speed with that weapon. Lighter tools can be swung faster.
- Range - How far the weapon reaches from you, in squares. Ranged equipment has varying ranges based on how long you charge it before firing, and will express this statistic as a range.
- Type - The type of damage the weapon deals, between Melee, Ranged, and Magic. Determines the criteria under which you score critical hits. Ranged Weapons score critical hits when they're fully charged, melee weapons critically hit when charging towards the enemy. Magic is currently not implemented and does not have a way to score critical hits.
- Durability - How many attacks you can make with a weapon before it breaks. Broken weapons don't function until repaired at an Anvil.
- Knockback - How far your attacks with this weapon knock a target back on-hit, measured in squares. Heavy and melee weapons often score higher amounts of Knockback.