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---
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description: AutoHero game spec — align code and content with docs/specification.md (combat, loot, progression, UX)
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alwaysApply: true
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---
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# AutoHero — specification alignment
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**Source of truth:** `docs/specification.md`. When adding mechanics, content, balance, or UI copy, match names, tiers, and numbers there. If something is ambiguous, extend the spec deliberately rather than contradicting it.
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## Core product
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- Idle/incremental **isometric** RPG; player auto-moves, fights, loots, upgrades.
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- Combat is **timer-based** using `next_attack_at` (intervals), not frame-tied button spam.
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## Combat tuning (fixed constants)
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| Constant | Value |
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|----------|--------|
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| `agility_coef` | `0.03` |
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| `MIN_ATTACK_INTERVAL` | `250` ms |
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| Target attack rate | ~**4 attacks/sec** max |
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## HP and death rules (§3.3 — critical)
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- Hero HP **persists between fights** — no auto-heal after victory.
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- **Level-up does NOT restore HP** unless an explicit mechanic says so.
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- Allowed HP restoration sources: Healing buff, Resurrection buff, revive mechanic, or explicitly described enemy/buff/mode mechanic.
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- Death = meaningful pause/tempo loss, not a free reset of combat consequences.
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## Weapons (type multipliers)
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- **Daggers:** speed `1.3×`, damage `0.7×`
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- **Swords:** speed `1.0×`, damage `1.0×`
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- **Axes:** speed `0.7×`, damage `1.5×`
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Named weapon lists and rarities: 15 items in spec §5.2.
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## Armor
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- **Light:** `0.8×` Defense; bias Agility/Speed
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- **Medium:** `1.0×` Defense; bias Constitution/Luck
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- **Heavy:** `1.5×` Defense; bias Constitution/Strength; **−30% Speed**
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Sets: Assassin's, Knight's, Berserker's, Ancient Guardian's (spec §6.2).
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## Enemies and abilities
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- **7** base enemy archetypes and **6** elite types with level bands, crit/skill behavior, and procs (Poison, Burn, Stun, summons, etc.) per spec **§4**. Do not replace these with unrelated mob themes without updating the spec.
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## Buffs / debuffs
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- **8** buffs and **6** debuffs; effects and magnitudes (e.g. Rage +100% damage, Shield −50% incoming, Stun blocks attacks 2s) per spec **§7**.
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## Loot and gold (§8)
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- Rarity tiers and approximate drop frequency: Common **75%**, Uncommon **20%**, Rare **4%**, Epic **0.9%**, Legendary **0.1%** (spec §8.1).
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- Gold per tier: Common **5–15** … Legendary **1000–5000** (spec §8.2 table).
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- **Gold is always guaranteed** per kill — every victory must award gold.
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- Equipment items are **optional extra drops**, not a replacement for gold.
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- Luck buff boosts loot but does not override guaranteed gold.
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- Reward model: `gold always, item sometimes`.
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## Progression
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- XP to next level: piecewise curve **v3** per `docs/specification.md` §9.1 (not the legacy single-exponential shortcut).
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- XP formula is **identical for online and offline** progression — no simplified offline rules.
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- Stat growth on level-up must use the **same canonical path** in all modes.
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- Phases (early/mid/late/endgame level bands and pacing goals): spec **§9.2**
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- After level **100** — Ascension points: `AP = (Max_Level - 50) / 10` (spec §9.3)
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## Meta / retention (reference)
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- Daily tasks, weekly challenges, achievement names: spec **§10**. Implement semantics consistently with listed goals.
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## Visual / rarity (UI)
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| Rarity | Color / VFX |
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|--------|----------------|
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| Common | Gray |
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| Uncommon | Green + glow |
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| Rare | Blue + particles |
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| Epic | Purple + strong particles |
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| Legendary | Gold + gold beam |
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## UX principles
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- One screen = full game; **icons and color over text**; player stays in flow; **no blocking loads**; **mobile-first**; clear **pause/play** (spec §12).
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- UI must **honestly show hero state** — never visually hide HP loss with auto-healing the server/mechanic didn't grant.
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- UI must **clearly show reward model** — gold on every victory, items only on actual drops.
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## Balance philosophy
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- Early game generous; mid balanced; late slow; post-100 Ascension/seasons (spec §13). Tune curves to these phase goals.
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## Out of scope for MVP (do not block on)
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- Raids, guilds, pets, crafting, PvP duels, seasonal events — future extensions (spec §14).
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