140 lines
3.9 KiB
Markdown
140 lines
3.9 KiB
Markdown
# Gearing System
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## Current Rule
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The game uses fewer playable content tiers and more gear upgrade steps.
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Content tiers:
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| Content Tier | Unlock Level | Purpose |
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| --- | ---: | --- |
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| iLvl 1 | 1 | First real gear set |
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| iLvl 10 | 10 | Midgame jump |
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| iLvl 20 | 20 | Endgame jump |
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| iLvl 25 | 25 | Hard endgame |
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Gear tiers:
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| Gear Tier | How It Is Used |
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| ---: | --- |
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| 1 | Crafted from iLvl 1 content |
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| 5 | Upgrade tier from iLvl 1 content coins |
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| 10 | Crafted/upgraded from iLvl 10 content coins |
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| 15 | Gear-only upgrade tier from iLvl 10 content coins |
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| 20 | Crafted/upgraded from iLvl 20 content coins |
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| 25 | Crafted/upgraded from iLvl 25 content coins |
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This keeps the dungeon/raid picker simple while still giving players steady gear goals.
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## New Characters
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New characters start with no gear equipped.
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The first goal is to clear iLvl 1 content, earn raw boss coins, and craft the first iLvl 1 set. Starter gear exists as craftable gear, not automatic inventory.
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## Coin Tiers
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Coins are component items. Each coin is tied to a boss and a content tier.
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| Content Tier | Coin Prefix | Rarity Key | Example |
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| ---: | --- | --- | --- |
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| 1 | Raw | common | Raw Bulldrome Coin |
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| 10 | Green | uncommon | Green Bulldrome Coin |
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| 20 | Purple | epic | Purple Bulldrome Coin |
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| 25 | Orange | legendary | Orange Bulldrome Coin |
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iLvl 5 and iLvl 15 gear do not have their own playable content tier. They use coins from the previous playable tier:
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| Gear Tier | Coin Tier Used |
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| ---: | ---: |
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| 1 | 1 |
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| 5 | 1 |
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| 10 | 10 |
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| 15 | 10 |
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| 20 | 20 |
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| 25 | 25 |
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## Boss Loot
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Each boss drops one boss coin for the selected content tier.
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Examples:
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- Bulldrome at iLvl 1 drops Raw Bulldrome Coins.
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- Tigrex at iLvl 10 drops Green Tigrex Coins.
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- Barroth at iLvl 20 drops Purple Barroth Coins.
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- Anjanath at iLvl 25 drops Orange Anjanath Coins.
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## Crafting And Upgrades
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The first gear item in a boss/item line can be crafted directly. Higher versions should be reached through Upgrade.
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Current rule:
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- Craft iLvl 1 boss gear directly.
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- Upgrade iLvl 1 -> 5 with iLvl 1 coins.
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- Craft or upgrade iLvl 10 gear from iLvl 10 content.
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- Upgrade iLvl 10 -> 15 with iLvl 10 coins.
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- Craft or upgrade iLvl 20 gear from iLvl 20 content.
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- Craft or upgrade iLvl 25 gear from iLvl 25 content.
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Upgrade consumes the old item and awards the upgraded item. This avoids duplicate clutter and keeps item identity clear.
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Examples:
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| Upgrade | Cost Source |
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| --- | --- |
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| Raw Bulldrome Helmet iLvl 1 -> Honed Bulldrome Helmet iLvl 5 | Raw Bulldrome Coins |
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| Green Tigrex Helmet iLvl 10 -> Blue Tigrex Helmet iLvl 15 | Green Tigrex Coins |
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| Purple Bulldrome Helmet iLvl 20 -> Orange Bulldrome Helmet iLvl 25 | Orange Bulldrome Coins |
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## UI Behavior
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The dungeon and raid picker only shows playable content tiers:
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```text
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iLvl 1 -> iLvl 10 -> iLvl 20 -> iLvl 25
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```
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The equipment screen still shows gear recipes for:
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```text
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iLvl 1 -> iLvl 5 -> iLvl 10 -> iLvl 15 -> iLvl 20 -> iLvl 25
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```
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Direct crafting is blocked for recipes that have a lower item-level version in the same boss/item line. Use the selected item's Upgrade button for those.
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## Roguelike Loot
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Roguelike gear should follow the same tier brackets.
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Recommended mapping:
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| Stage Band | Coin Tier |
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| --- | ---: |
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| 1-4 | 1 |
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| 5-9 | 10 |
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| 10-14 | 10 |
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| 15-19 | 20 |
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| 20+ | 25 |
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Boss-based coins are still preferred. A roguelike boss should award coins for its actual boss template when possible.
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## Data Notes
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Authoritative gearing data lives in SQLite seed data:
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- `db/seed.sql`
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- `src/offline-starter-profile.json`
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Run this after changing seed data:
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```sh
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npm run db:init
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npm run offline:export
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```
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`npm run build` already runs `offline:export`, so a production build also refreshes the offline starter profile.
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TrueNAS keeps its own persistent `data/game.db`. Pushing code does not merge or replace that database. The TrueNAS app applies seed/schema changes when the container starts and runs `npm run db:init`.
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