Go ahead and tear it apart.
mmmm... I've got a pile of questions and clarification requests, and I found the terminology a bit confusing in places. I'l also a little worried that high level combats may take forever to resolve.
Let's go through it in detail:
HP
Base 100
Modification
Level Raise 25
So thats HP = 100 * 25 * level, right? So at level 4 a girl would have 200 points, I assume.
Have levels been explained before now? Is this a general, class independent thing? Do your progress only via combat, or does any class-related activity gain XP. Will level progression even use XP?
SP
Base 2 point raise per a turn
Modification
Level Raise 1 per 2 levels
So that'd be 2 + level / 2, rising by one each turn.
Thinking about flagnine's question, I think SP really have to be reset between combats. Otherwise, the girls would be constantly accumulating mana outside of combat, and the initial level would be maxxed out. Assuming there is a max.
Which isn't to say we can't find a justification for letting it carry over. Still, if we do that it leads to some odd strategies. Like venturing into the green and fighting half a dozen easy fights while the girls build mana, and then go into the Big Boss Monster fight with insanely powerful spells prepped and ready to fly in turn one.
Anyway...
Lust
Base 100
Modification
Current Lust of Girl
Hummm.... having two variables called "lust" is going to get confusing, fast. "Arousal" and "Libido" would at least make the distinction clear. Assuming that such is in fact the distinction in this case.
Anyway Lust = 100 + girl.lust
So if Flossy has a lust of -100, she starts out at zero? And if 100 she starts at 200? I thought you said anything over 50 left her unable to to anything other than masturbate and anything over 100 triggered an orgasm with lust dropping to workable levels. I think those thresholds are going to need moving.
If these are stats, what were the previous values? (I wouldn't ask but for the Lust overload)
Attack
Base 10
Modification
Level Raise 2 + rand(3) per a level for Player Assistants and characters with the combat class
Level Raise 1 + rand(2) per a level for non combat girls
So this is the value that determines damage, rather than chance to hit?
Maybe "Damage Potential" or "DP" would be a better name.
Also, does "Level Raise 2" mean +2 points each time you gain a level? Or does it mean every two levels. The first one, I'm guessing.
Magic Attack
Base 10
Modification
Level Raise 2 + rand(3) per a level for Player Assistants and characters with the magic classes
Level Raise 1 + rand(2) per a level for non combat girls
Is that "for the Player, his assistants, and characters with magic classes", or is that "for the Player's Assistants, ..."
And if the second, what progression does the player get?
Defense
Base 10
Modification
Level Raise 2 + rand(3) per a level for Player Assistants and characters with the combat class
Level Raise 1 + rand(2) per a level for non combat girls
How's defence work? Is it like a parry chance, or does it reduce opponent to-hit rolls? Combat where both parties have a high parry chance can take a lo-o-ong time.
From the attack flow example, it appears to act as a parry skill, and also to reduce damage, which makes it quite powerful.
Same question applies to magic resistance.
Attack flow
Standard Front Line Attack
lv 1 Player vs lv1 Zombie Mugi
Player Attacks Zombie Mugi
Attack (10) + Rand(Attack skill of player ie 1-10) = min 11 max 20
Hit Rate (50%) = hits/misses
Zombie Mugi Defense (10) No rand = 10 defense
Damage done to Zombie Mugi 1-10 (50% chance misses)
-------------------------------------------
Attack Flow
Standard Front Line Attack
lv 5 Player vs lv5 Zombie Mugi
Player Attacks Zombie Mugi
Attack (25) + Rand(Attack skill of player ie 1-25) = min 26 max 50
Hit Rate (75%) = hits/misses
Zombie Mugi Defense (26) No rand = 25 defense
Damage done to Zombie Mugi 1-25 (25% chance misses)
So the base damage from an attack is (Character Attack Stat) + random(1, character attack stat)?
Or Attack value * (1 + random value between 1 and 0)
Forgive the reformat here
Special Attack programming
attack1Name : "None";
attack1Cost : 0, // mp cost
attack1Pic : 0, // image displayed when hit takes place
attack1TypeofTarget : 0, // 0 = enemy, 1 = freindly, 2 = both,
// 3 = enemy front, 4 = enemy back
attack1DamageorHeal : true, // true = damage, false = heal
attack1Magic : false, // false = not magical use defense, true = use magic defense
attack1DamageModifier : 1, // modifier to basic attack %
attack1DamageHitRate : 1, // modifier to hit rate 999 allways hits %
attack1StatModifer : 0, // stat buffed
attack1StatHowModified : 0, // how stat is buffed
hmmm... what stat is that? You've got StatModifier, but not StatModified
*****
Overall, I can't see any major problems, although I am concerned that high level fights may go on forever, with high defence blocking most strikes and reducing the damage from those that do get through. The lust thresholds probably need moving, but that's trivial, really.
Some of the terminology I found confusing. "Attack" and the "Lust" overload in particular. Defence seems to do two things at once, but other than that, fine.
If I might suggest an addition - how about some difficulty factor added into the combat equations from the start? Some people are going to think any fight is too easy unless they have to reload five times before they beat it - others are going to regard the combat as a tedious necessity to be dispensed with ASAP. Letting them set the combat difficulty might save some trouble, further down the line.
Apart from that, it seems fine. It's a little on the complicated side for my taste, but nothing worth worrying about. The balance issues are going to arise with item availibility and item cost and what enemies appear on what levels.