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6 changes: 3 additions & 3 deletions docs/design/04-cultivation-system.md
Original file line number Diff line number Diff line change
Expand Up @@ -17,9 +17,9 @@ or Cultivation Master progression in the current vertical slice.
The slice uses:

- `CharacterStats.level` as the baseline progression value.
- Body-bound stats such as strength, dexterity, endurance, perception, focus,
presence, intelligence, luck, max health, max energy, attack power, and
defense power.
- Body-bound stats such as strength, dexterity, vitality, perception,
intelligence, presence, luck, max health, max energy, TIME capacity, attack
power, armor, and elemental resistances.
- TIME / SECOND and reincarnation as the signature systemic loop.

Advanced body or soul progression remains a future design space, but it needs a
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51 changes: 28 additions & 23 deletions docs/design/10-character-profile-agent-memory.md
Original file line number Diff line number Diff line change
Expand Up @@ -267,25 +267,27 @@ Current prototype runtime contract:
| `level` | Local body level |
| `strength` | Physical power, melee force, carry, heavy weapons, and forceful body actions |
| `dexterity` | Movement quality, handling, precision, attack cadence, and dodge scaling |
| `endurance` | Health, energy reserve, body durability, recovery, and BodyTime efficiency hooks |
| `perception` | Sensor quality, threat detection, stealth detection, weak-point read, and social or environmental cue input |
| `focus` | Current energy and ability-use prototype stat |
| `presence` | Active social pressure, confidence, command weight, negotiation posture, and intimidation attempts |
| `vitality` | Health, recovery, physical reserve, and TIME capacity |
| `perception` | Combat read, threat detection, route or clue reveal, crit reliability, and status setup |
| `intelligence` | Technical literacy, planning surface, analysis, and system understanding |
| `presence` | Active social pressure, confidence, command weight, negotiation posture, and intimidation attempts |
| `luck` | Strictly capped variance for fortunate openings and backend-approved rolls |
| `vitality` | Legacy compatibility alias for endurance-oriented health scaling |
| `force` | Legacy compatibility alias for strength-oriented physical power |
| `agility` | Legacy compatibility alias for dexterity-oriented movement |
| `resilience` | Legacy compatibility alias for endurance-oriented mitigation |
| `endurance` | Legacy compatibility alias for vitality-oriented body reserve |
| `focus` | Legacy compatibility field, not a canonical core stat |
| `resilience` | Legacy compatibility alias for vitality-oriented mitigation |
| `max_health` | Current derived or cached health cap |
| `max_energy` | Current derived or cached energy cap |
| `energy_recovery` | Current derived or cached energy recovery |
| `max_time_capacity` | Current derived or cached TIME capacity |
| `attack_power` | Current derived or cached attack output |
| `defense_power` | Current derived or cached defense output |
| `armor_rating` | Current derived or cached physical mitigation rating |

These keys are implemented today by the gateway, Nakama runtime, and Unity
prototype HUD. The eight core stats are the canonical backend contract. The
older serialized keys remain in runtime payloads as aliases until the Unity
networked prototype stats are renamed in a coordinated compatibility pass.
These keys describe the target stat contract. Current gateway, Nakama runtime,
and Unity prototype payloads may still carry older serialized aliases until
Unity, Nakama, and future dedicated-server stat payloads are renamed in a
coordinated compatibility pass.
See
[14-character-stat-and-relationship-system.md](14-character-stat-and-relationship-system.md)
for the system-level stat, secondary stat, presentation, and relationship
Expand All @@ -298,20 +300,22 @@ MVP core stat taxonomy:
| `level` | Local body level |
| `strength` | Physical power, melee force, carry, heavy weapons, and forceful body actions |
| `dexterity` | Movement, handling, precision, attack cadence, and dodge scaling |
| `endurance` | Health, energy reserve, body durability, recovery, and BodyTime efficiency hooks |
| `perception` | Sensor quality, threat detection, stealth detection, weak-point read, and social or environmental cue input |
| `focus` | Concentration, panic resistance, noise resistance, status pressure, and agent instruction stability |
| `presence` | Active social influence such as persuasion, negotiation, leadership, command weight, and intimidation attempts |
| `vitality` | Body life capacity, HP, recovery, and maximum TIME capacity |
| `perception` | Combat read, crit reliability, route clue reveal, trap reveal, scout information, and status setup |
| `intelligence` | Technical literacy, planning surface, analysis, crafting, hacking, and system understanding |
| `presence` | Active social influence such as persuasion, negotiation, leadership, command weight, and intimidation attempts |
| `luck` | Strictly capped variance for fortunate openings, crit variance hooks, salvage bias, and backend-approved rolls |

BodyTime is not a primary stat. It is a lifecycle and economy resource that may
later read endurance, injuries, hazards, and stress when computing drains or
recovery.
later read vitality, injuries, hazards, and stress when computing drains,
capacity, or recovery. Vitality may increase the maximum TIME capacity a body
can hold, but it must never mint TIME or SECOND.

Do not add `wisdom` as a core stat. Wisdom-like behavior is split across
`perception`, `focus`, `SoulProfile`, `CharacterTraits`, `FrameMemory`, and
`RelationshipLedger`.
`perception`, `intelligence`, `SoulProfile`, `CharacterTraits`, `FrameMemory`,
and `RelationshipLedger`. Do not keep `focus` as a core stat. Focus-like
effects belong in concrete secondary stats, skill rules, passives, or status
resistance when those mechanics exist.

Do not expose `accuracy` as a player-facing secondary stat for MVP. If a future
combat system needs hit checks, keep `hit_reliability` backend-only.
Expand All @@ -322,8 +326,10 @@ Derived combat stats:
| ---- | ---- |
| `max_hp` | Health cap |
| `max_energy` | Energy or skill-resource cap |
| `energy_recovery` | Energy recovery rate |
| `max_time_capacity` | Maximum TIME the current body can hold |
| `attack_power` | Weapon and body attack output |
| `skill_power` | Ability, tech, or non-weapon output |
| `skill_damage_bonus` | Skill-specific damage bonus, usually filtered by skill tag |
| `armor_rating` | Generic direct-damage mitigation rating |
| `metal_resistance_rating` | Metal damage mitigation rating |
| `wood_resistance_rating` | Wood damage mitigation rating |
Expand All @@ -344,7 +350,6 @@ Derived body and agent stats:
| Stat | Purpose |
| ---- | ---- |
| `body_time_drain_rate` | Current body TIME drain speed |
| `body_time_efficiency` | How efficiently the body spends or preserves TIME |
| `body_stability` | Resistance to degradation, injury pressure, overload, or corruption |
| `recovery_rate` | Health, energy, or injury recovery modifier |
| `sensor_range` | Server-authored observation radius for the body |
Expand All @@ -366,8 +371,8 @@ Design notes:
single-hit skill impacts. Dodge does not apply to damage-over-time ticks,
ground hazards, aura damage, environmental damage, or guaranteed boss
mechanics.
- `focus` must never be connected to prompt-injection defense. Security and
moderation are harness constants, not stats.
- Focus-like status values must never be connected to prompt-injection defense.
Security and moderation are harness constants, not stats.
- `intelligence` must never make the model smarter or grant new authority. It
can only affect server-approved technical actions and rolls inside policy.
- `luck` must never mint loot, TIME, or SECOND directly. It can only bias
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24 changes: 12 additions & 12 deletions docs/design/12-game-design-document.md
Original file line number Diff line number Diff line change
Expand Up @@ -838,23 +838,23 @@ mood or stress context, body presentation data, and validated action surface. Se

Target character-model taxonomy:

The MVP backend uses eight canonical body-bound core stats: `strength`,
`dexterity`, `endurance`, `perception`, `focus`, `presence`, `intelligence`,
and `luck`. The older serialized keys `vitality`, `force`, `agility`, and
`resilience` remain compatibility aliases until the Unity networked prototype
stats are renamed safely. See
The MVP backend target uses seven canonical body-bound core stats: `strength`,
`dexterity`, `vitality`, `perception`, `intelligence`, `presence`, and `luck`.
The older serialized keys `force`, `agility`, `endurance`, `focus`, and
`resilience` remain compatibility aliases until Unity, Nakama, and future
dedicated-server stat payloads are renamed safely. See
[14-character-stat-and-relationship-system.md](14-character-stat-and-relationship-system.md)
for the detailed stat, secondary stat, presentation, and relationship baseline.

- Core stats: body-bound gameplay numbers such as strength, dexterity,
endurance, perception, focus, presence, intelligence, and luck. Do not add
wisdom as a core stat and do not expose accuracy as a player-facing stat for
vitality, perception, intelligence, presence, and luck. Do not add wisdom or
focus as core stats and do not expose accuracy as a player-facing stat for
MVP.
- Secondary stats: derived gameplay values such as HP, energy, attack power,
skill power, armor rating, five elemental resistance ratings, dodge rating,
dodge chance, crit chance, crit damage, attack speed, move speed, cooldown
reduction, BodyTime efficiency, sensor range, social read, and instruction
stability.
- Secondary stats: derived gameplay values such as HP, energy, energy recovery,
max TIME capacity, attack power, armor rating, five elemental resistance
ratings, crit chance, crit damage, attack speed, move speed, cooldown
reduction, optional dodge, optional block, sensor range, social read, and
instruction stability.
- Social attributes: non-combat social surface such as appeal, reputation,
faction standing, and relationship values. Appeal is a presentation attribute,
not a beauty score and not a buildable combat stat.
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