Stats

Stats are very handy to keep track of. Stats are things such as HP, AT, DF, GOLD and more. Each stat is used for different things. What each stat does will be explained below. Below will also be some formulae that will be useful for understanding how a stat works.

# Main Stats

HP
--

HP is probably the most important stat of all. HP is an acronym for Health Points and is used to keep track of your life. When HP reaches zero, then the game over sequence will commence and you will have to start from the most recent save. HP can be restored through healing items, save points and events that trigger it to be restored. When you take damage, your health will be decreased by a certain amount calculated through the attacker's AT and the player's DF. HP is known as "CHP" internally (current HP).

## MHP

MHP is the cap for HP. MHP is increased through levelling up and can also be increased through equipment like weapons and armor. MHP is an acronym for Maximum HP. The formula for MHP is shown here:

```
LV * 4 + 16 + MMHP + WMHP + AMHP
```

#### MMHP

MMHP is an acronym for Modified MHP. MMHP is gained within a battle through acts or items and is set to zero after a battle concludes. It increases your MHP as shown in the formula above

#### WMHP

WMHP is an acronym for Weapon MHP. WMHP is gained from weapons and increases your MHP as shown in the formula above.

#### AMHP

AMHP is an acronym for Armor MHP. AMHP is gained from armor and increases your MHP as shown in the formula above.

LV
--

LV is an acronym for Level. Unlike Undertale, in which case LV is an acronym for Level of Violence, LV does not measure your capacity to hurt. Your capacity to hurt is measured through a different stat called ML. LV can be gained through killing enemies for XP. There is no formula for LV but it is gained from having your XP meet your NLXP stat.

#### XP

XP is an acronym for Experience. Unlike Undertale, in which case XP is an acronym for Execution Points, XP does not measure your capacity to hurt. Your capacity to hurt is measured through a different stat called ML. XP is gained through killing enemies and even sparing **certain** enemies. With enough XP, you are able to level up and increase your LV stat.

#### NLXP

NLXP is an acronym for Next Level XP. This stat measures what you need your XP to reach in order to level up and increase your LV stat. The formula for NLXP is complicated:

```
(When XP reaches NLXP):
NLXP + LV * 50
```

AT
--

AT is an acronym for Attack. AT measures how much damage you may do when attacking an enemy. The formula for AT is shown here:

```
NAT + WAT + 1 + MAT
```

#### NAT

NAT is an acronym for Natural AT. NAT is gained through levelling up and increases AT. The formula for NAT is shown here:

```
Round(LV / 3 )
```

#### WAT

WAT is an acronym for Weapon AT. WAT is gained through weapons and increases AT.

#### MAT

MAT is an acronym for Modified AT. MAT is gained within a battle through acts or items and is set to zero after a battle concludes. It increases the overall AT.

DF
--

DF is an acronym for Defense. DF measures how much damage will be reduced from enemy attacks. The formula for DF is shown here:

```
NDF + ADF + 1 + MDF
```

#### NDF

NDF is an acronym for Natural DF. NDF is gained through levelling up and increases DF. The formula for NDF is shown here:

```
Round(LV / 2 )
```

#### ADF

ADF is an acronym for Armor DF. ADF is gained through armor and increases DF.

#### MDF

MDF is an acronym for Modified DF. MDF is gained within a battle through acts or items and is set to zero after a battle concludes. It increases the overall DF.

## GOLD

GOLD is the main currency used within Fictional Reality. It can be dropped from enemies, found in the overworld, or gained from selling stuff. GOLD can be used to purchase items from vendors.

## INV

INV is an acronym for Invincibility (Better known as I.Frames). This stat determines how long you are invincible for after withstanding damage. The formula for INV is show here:

```
20 + MINV + AINV + WINV
```

#### MINV

MINV is an acronym for Modified INV. MINV is gained within a battle through acts or items and is set to zero after a battle concludes. It increases the overall INV.

#### AINV

AINV is an acronym for Armor INV. AINV is gained from armor and increases INV.

#### WINV

WINV is an acronym for Weapon INV. WINV is gained from weapons and increases INV.

## SPD

SPD is an acronym for Speed. SPD influences how fast you move within a battle. It can be useful in some circumstances but dangerous in others. The formula for SPD is shown here:

```
25 + MSPD + ASPD + WSPD
```

#### MSPD

MSPD is an acronym for Modified SPD. MSPD is gained within a battle through acts or items and is set to zero after a battle concludes. It increases the overall SPD.

#### ASPD

ASPD is an acronym for Armor SPD. ASPD is gained through armor and increases the overall SPD.

#### WSPD

WSPD is an acronym for Weapon SPD. WSPD is gained through weapons and increases the overall SPD.

# Internal Values

## PEF

PEF is an acronym for Post Exit Frame and is a value used within the game internally. The value is used to determined what the previous frame was before entering a scene/screen such as a battle screen. After the screen ends, the player will be re-transferred to the previous frame.

#### PEX and PEY

PEX is an acronym for Post Exit X and PEY is an acronym for Post Exit Y. Both are a value used within the game internally. PEX and PEY are used along with PEF to determine the position that the player must return to after the conclusion of a screen.

## CKR

CKR is an acronym for Current KR and is a value only visible within battles. KR shares the cap with HP, the cap being MHP. KR gradually decreases within battles. The CKR minimalizes at your HP meaning it cannot go below it.

ML
--

ML is an acronym for Murder Level and is a value used in the game internally. It increases every time an enemy dies to you.

SC
--

SC is an acronym for Spare Count and is a value used in the game internally. It increases every time you spare an enemy.

## FUN

FUN (also known as Fun Value or Fun Level) determines many peculiar events that may happen throughout the game. When a New Game is created, the FUN is randomized to a number between 1 and 100.

## UIH

UIH is an acronym for User Interface Hue. Within the game's extras screen, you are able to enter codes and change the colour of the UI to your liking. The UIH doesn't affect battles to prevent misunderstanding of attack colours. The user may attempt to perform a blind run through setting the UIH to 0. The UIH measures RGB Coefficient so for the user's accessibility we have made the code which converts RGB values to RGB Coefficient.

## DRI

DRI unlike most values is a string value. It contains a string of an item and can only be changed through debugging. DRI is an acronym for Duplicating Repeating Item. The value is quite easy to understand. Through debugging, we can enter an item's ID String into the DRI value. The DRI value will then continue to fill up any empty slots with the item that correlates to the Item's ID String. It will not replace items.

## ENCID

ENCID is an acronym for Encounter ID and, like DRI, is a string value. Before entering a battle, the ENCID is set to the ID of one of the Encounters. Once it's set, the player will be sent to battle. A list of Encounter IDs can be found here.