StendhalRefactoring: Difference between revisions
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imported>MiguelAngelBlanchLardin No edit summary |
imported>AntumDeluge →Code: remove outdated/implemented |
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{{Navigation for Stendhal Top|Contributing}} |
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=Items= |
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{{Navigation for Stendhal Contributors}} |
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We have the next items structure: |
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* Shields |
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This page proposes some possible, very long term, goals for Stendhal.<br> |
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** Wooden shield |
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Please see also [[StendhalOpenTasks]] for shorter term open tasks. |
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** Studded shield |
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** Plate shield |
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If you are interested in any of these goals, or have other ideas, please visit [[ChatWithOtherUsersDevs|IRC at irc.libera.chat #arianne]] |
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** Copper shield |
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=RP System= |
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* Swords |
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[[StendhalRPProposal| ''Working document'' for RP System proposal]]<br> |
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** knife |
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[[StendhalRefactoringRP| RP System proposal]]<br> |
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** Sword |
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[[StendhalRefactoringRP#Skill_system|Skill System]]<br> |
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** Long sword |
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[[StendhalRefactoringRP#Melee_Combat|Combat: Melee]]<br> |
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** Broadsword |
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[[StendhalRefactoringRP#Range_Combat|Combat: Range]]<br> |
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* Armors |
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[[StendhalRefactoringRP#Magic|Magic]]<br> |
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** Leather armor |
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[[StendhalRefactoringRP#Trading_system|Trading System]]<br> |
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** Studded armor |
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[[StendhalRefactoringRP#Shopping_system|Shopping System]]<br> |
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** Plater armor |
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[[StendhalRefactoringRP#Auctioning_system|Auctioning System]]<br> |
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** Copper armor |
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[[StendhalRefactoringRP#Party_system|Party System]]<br> |
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* Boots |
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[[StendhalJobs|Jobs System]]<br> |
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** Sandals |
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** Leather |
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=Economy= |
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* Helmet |
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[[StendhalEconomy|Balancing the economy]] |
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** Leather helmet |
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** Studded helmet |
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=Class System= |
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** Chain helmet |
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[[StendhalRefactoringClassBasics|Class Basics]]<br> |
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** Viking helmet |
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<br> |
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* Legs |
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About the different classes <br> |
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** Leather legs |
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[[StendhalRefactoringClassArcher|Class:Archer]]<br> |
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** Studded legs |
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[[StendhalRefactoringClassMage|Class:Mage]]<br> |
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** Chain legs |
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[[StendhalRefactoringClassPriest|Class:Priest]]<br> |
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* Corpse |
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[[StendhalRefactoringClassWarrior|Class:Warrior]]<br> |
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* Money |
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<br> |
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* Book |
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[[StendhalRefactoringClassGeneral|General Skills]]<br> |
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* Food |
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** Meat |
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** Cheese |
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** Bread |
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= Items = |
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* [[StendhalRefactoringEquipment| Weapons & Armor System]] |
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* [[StendhalRefactoringItemsBase| Base Implementation page]] ''outdated'' |
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* [[StendhalRefactoringItems| Items available after refactoring, min level list]] ''outdated'' |
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=Creatures= |
=Creatures= |
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[[StendhalRefactoringCreatures| Creatures available after refactoring]]<br> |
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== Actions == |
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[[StendhalRefactoringCreatures#Actions| Creatures' actions available after refactoring]]<br> |
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* Move |
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[[StendhalRefactoringCreatures#Events| Creatures' events system proposal]]<br> |
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* Stop |
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[[StendhalRefactoringCreatures#AI| Creatures' AI system proposal]]<br> |
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* Chat |
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* Tell |
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* Outfit |
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=Out of Game= |
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* Attack |
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* [[StendhalRefactoringUpdates]] |
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* Use |
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* Equip |
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= Code = |
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* Drop |
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* Own ( a sheep ) |
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* Improve rendering engine by adding dirty rectangles. |
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[[Category:Development]] |
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== Events == |
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Creatures can recieve the next list of events: |
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* boolean onAttack(target, weapon)<br>''called when attacking a target with the given weapon.'' |
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* boolean onAttacked(attacker, weapon)<br>''called when attacked by someone with a given weapon.'' |
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* void onStopAttack(target)<br>''called when we stop attacking target'' |
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* void onStopAttacked(target)<br>''called when target stops attacking us'' |
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* boolean onDamage(type, amount)<br>''called when entity is damaged with the damage type (physical, fire, poison, magical, ... ) and the amount of damage done.'' |
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* boolean onKilled(attacker, weapon)<br>''called when attacked killed us with the given weapon'' |
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* boolean onKill(target)<br>''called when entity kills target'' |
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* boolean onMove(x,y)<br>''called when entity moves to x,y ( before moving in fact )'' |
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* boolean onCollide(x,y)<br>''called when entity collide at position x,y'' |
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* boolean onCollideWith(target)<br>''called when entity collide with another entity'' |
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* boolean onEquip(item, slot)<br>''called when entity equips item on the given slot'' |
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* boolean onEquipped(source, slot)<br>''called when entity is equipped on the source entity and in the given slot'' |
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* boolean onDrop(item, slot)<br>''called when entity drops item from the given slot to floor'' |
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* boolean onDropped(source, x, y)<br>''called when entity is dropped by source to floor at position x,y'' |
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* void onChat(source, text)<br>''called when someone speaks near entity or write to entity'' |
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* boolean onUse(item)<br>''called when entity use item'' |
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* boolean onUseWith(base, item)<br>''called when entity use item on base item'' |
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* boolean onUsed(source)<br>''called when entity is used by source'' |
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* boolean onUsedWith(source, base)<br>''called when entity is used by source on base item'' |
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* boolean onStop()<br>''called when entity stops moving, attacking, etc...'' |
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