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## 🧰 Developer Notes — System Architecture & Implementation
This section explains how the **Code of Conquest Battle System** is structured behind the scenes for developers and modders.
---
### 🧮 1. Formula Layers
Combat calculations occur in **three distinct layers**, each responsible for a specific part of the logic:
| Layer | Purpose | Example |
|--------|----------|----------|
| **Base Layer** | Core attributes and level-based growth. | STR, DEX, INT, etc. |
| **Derived Layer** | Recalculates combat-ready stats from base values and equipment. | ATK, DEF, ACC, etc. |
| **Resolution Layer** | Executes battle outcomes using deterministic formulas. | Damage, Crit, AlignmentBonus, etc. |
Each layer feeds cleanly into the next.
This modular approach ensures stats can be recalculated at any time without breaking the combat state.
---
### ⚙️ 2. Suggested Class Structure
The system can be built around **data-driven classes**:
```python
class Character:
name: str
level: int
alignment: int
attributes: Attributes # STR, DEX, INT, etc.
equipment: Equipment
derived_stats: DerivedStats
class Attributes:
str: int
dex: int
int: int
wis: int
lck: int
cha: int
class DerivedStats:
atk: int
mag: int
def_: int
mdef: int
acc: float
eva: float
crit: float
res: float
````
All formulas (like ATK = STR × 2 + WeaponBonus) live inside the `DerivedStats.recalculate()` method.
Skills and combat outcomes can then safely reference `character.derived_stats`.
---
### 📜 3. Skill Definitions
Skills should be stored as **external data files** (YAML or JSON) for easy modification and expansion.
Example:
```yaml
# skills/power_slash.yaml
id: power_slash
name: Power Slash
type: melee
description: A strong physical strike with reduced accuracy.
modifiers:
damage_multiplier: 1.5
accuracy_multiplier: 0.9
crit_bonus: 0.0
conditions:
requires_weapon_type: sword
```
When combat is resolved, the system loads the skill data dynamically:
```python
damage *= skill.damage_multiplier
accuracy *= skill.accuracy_multiplier
```
This keeps gameplay logic **data-driven** and **easily expandable**.
---
### 🧠 4. Combat Resolution Flow
A full attack resolves in five modular steps:
1. **Precheck Phase** — confirm turn order, skill requirements, status effects.
2. **Accuracy Phase** — roll for hit using `ACC` vs target `EVA`.
3. **Damage Phase** — calculate raw damage using formulas.
4. **Modifier Phase** — apply critical hits, alignment bonus, buffs/debuffs.
5. **Finalize Phase** — subtract HP, trigger effects, narrate outcome.
Each step can be represented by its own method or even subclass (useful for custom battle systems later).
---
### ⚖️ 5. Alignment & Morality Hooks
Alignment is stored as a simple integer between 100 and +100.
When calculating damage:
```python
alignment_difference = abs(attacker.alignment - target.alignment)
alignment_bonus = (alignment_difference / 10) / 100
damage *= 1 + alignment_bonus
```
Later expansions might include:
* **Morality events** that shift alignment based on choices.
* **Faction modifiers** (e.g., “Paladin vs Undead” adds extra scaling).
* **Spells** that interact directly with alignment (“Smite Evil,” “Corrupt Heart”).
---
### 🍀 6. Luck Integration Strategy
Luck is treated as a *global adjustment factor* that nudges probability outcomes and variance rolls upward slightly.
Instead of directly changing RNG, it *biases* existing rolls.
```python
def apply_luck_bias(base_value: float, luck: int) -> float:
bias = 1 + (luck * 0.002) # +0.2% per point of Luck
return base_value * bias
```
This keeps outcomes unpredictable yet fair — luckier characters simply lean toward better odds over time.
---
### 📈 7. Level Scaling Curves
Scaling should be **class-specific** and controlled via external tables:
```yaml
# growth_curves/guardian.yaml
str_growth: high
dex_growth: low
int_growth: low
wis_growth: medium
lck_growth: low
cha_growth: medium
```
When leveling up:
```python
new_value = old_value + growth_table.get(attribute).calculate(level)
```
You can easily balance or tweak these tables without touching core logic.
---
### 🧩 8. Extensibility Hooks
Future systems can layer naturally on top of this design:
* **Elemental Affinities:** Fire, Ice, Lightning resistances.
* **Buff & Debuff States:** stored as timed modifiers.
* **Equipment Enchantments:** simple additive multipliers.
* **Status Effects:** stored as objects (e.g., `Status("Burning", duration=3, dot=5)`).
Each additional system only needs to plug into the Resolution Phase as a pre/post modifier.
---
### 🧱 9. Design Philosophy for Developers
1. **Transparency over randomness** — deterministic math first, variance second.
2. **Data before code** — YAML or JSON defines skills, growth, and buffs.
3. **Layered structure** — base → derived → resolution → output.
4. **Alignment matters** — every moral choice has mechanical consequence.
5. **Luck is universal** — a soft bias across all rolls, never a chaos driver.
6. **Readable outputs** — easy for AI or human narrators to describe battle results.
---
### 🧾 10. Future Expansion Notes
* **Elemental Damage Types** (`fire`, `ice`, `holy`, `dark`).
* **Combo Systems** (chain attacks between party members).
* **Morale System** (CHA and WIS affecting group performance).
* **Dynamic Battle Narration** (AI-driven storytelling from combat logs).
* **Procedural Skill Fusion** (merge abilities to create new ones).
---
> **Implementation Tip:**
> Keep every formula centralized in a single `Formulas` or `BattleMath` class.
> This ensures balancing changes never require refactoring gameplay code.
---
*Developer Reference Version:* 1.0
*Author:* Code of Conquest Systems Design Team
*Document Last Updated:* October 2025