StendhalRefactoring: Difference between revisions

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{{Navigation for Stendhal Top|Contributing}}
=Items=
{{Navigation for Stendhal Contributors}}
We have the next items structure:
* Shields
** Wooden shield
** Studded shield
** Metal Plate shield
** Copper shield
* Swords
** Dagger
** Sword
** Long sword
** Broadsword
* Armors
** Leather armor
** Studded Leather armor
** Plate Mail armor
** Copper Plate armor
* Boots
** Sandals
** Leather
* Helmet
** Leather helmet
** Studded helmet
** Chain Mail helmet
** Viking helmet
* Leg Armour
** Leather Leg Armour
** Studded Leather Leg Armour
** Chain Mail Leg Armour
* Corpse
* Money
* Book
* Food
** Meat
** Cheese
** Bread


This page proposes some possible, very long term, goals for Stendhal.<br>
== Propierties ==
Please see also [[StendhalOpenTasks]] for shorter term open tasks.
We have several common attributes for all the items. Mainly:
* Type
* Class
* Subclass


If you are interested in any of these goals, or have other ideas, please visit [[ChatWithOtherUsersDevs|IRC at irc.libera.chat #arianne]]
And some attributes that objects may or many not have:
=RP System=
* Attack
[[StendhalRPProposal| ''Working document'' for RP System proposal]]<br>
* Defense
[[StendhalRefactoringRP| RP System proposal]]<br>
* Quantity
[[StendhalRefactoringRP#Skill_system|Skill System]]<br>
[[StendhalRefactoringRP#Melee_Combat|Combat: Melee]]<br>
[[StendhalRefactoringRP#Range_Combat|Combat: Range]]<br>
[[StendhalRefactoringRP#Magic|Magic]]<br>
[[StendhalRefactoringRP#Trading_system|Trading System]]<br>
[[StendhalRefactoringRP#Shopping_system|Shopping System]]<br>
[[StendhalRefactoringRP#Auctioning_system|Auctioning System]]<br>
[[StendhalRefactoringRP#Party_system|Party System]]<br>
[[StendhalJobs|Jobs System]]<br>

=Economy=
[[StendhalEconomy|Balancing the economy]]

=Class System=
[[StendhalRefactoringClassBasics|Class Basics]]<br>
<br>
About the different classes <br>
[[StendhalRefactoringClassArcher|Class:Archer]]<br>
[[StendhalRefactoringClassMage|Class:Mage]]<br>
[[StendhalRefactoringClassPriest|Class:Priest]]<br>
[[StendhalRefactoringClassWarrior|Class:Warrior]]<br>
<br>
[[StendhalRefactoringClassGeneral|General Skills]]<br>



= Items =

* [[StendhalRefactoringEquipment| Weapons & Armor System]]
* [[StendhalRefactoringItemsBase| Base Implementation page]] ''outdated''
* [[StendhalRefactoringItems| Items available after refactoring, min level list]] ''outdated''


=Creatures=
=Creatures=
[[StendhalRefactoringCreatures| Creatures available after refactoring]]<br>
== Actions ==
[[StendhalRefactoringCreatures#Actions| Creatures' actions available after refactoring]]<br>
* Move
[[StendhalRefactoringCreatures#Events| Creatures' events system proposal]]<br>
* Stop
[[StendhalRefactoringCreatures#AI| Creatures' AI system proposal]]<br>
* Chat

* Tell

* Outfit
=Out of Game=
* Attack
* [[StendhalRefactoringUpdates]]
* Use

* Equip
= Code =
* Drop

* Own ( a sheep )
* Improve rendering engine by adding dirty rectangles.



[[Category:Development]]
== Events ==
Creatures can recieve the next list of events:
* boolean onAttack(target, weapon)<br>''called when attacking a target with the given weapon.''
* boolean onAttacked(attacker, weapon)<br>''called when attacked by someone with a given weapon.''
* void onStopAttack(target)<br>''called when we stop attacking target''
* void onStopAttacked(target)<br>''called when target stops attacking us''
* boolean onDamage(type, amount)<br>''called when entity is damaged with the damage type (physical, fire, poison, magical, ... ) and the amount of damage done.''
* boolean onKilled(attacker, weapon)<br>''called when attacked killed us with the given weapon''
* boolean onKill(target)<br>''called when entity kills target''
* boolean onMove(x,y)<br>''called when entity moves to x,y ( before moving in fact )''
* boolean onCollide(x,y)<br>''called when entity collide at position x,y''
* boolean onCollideWith(target)<br>''called when entity collide with another entity''
* boolean onEquip(item, slot)<br>''called when entity equips item on the given slot''
* boolean onEquipped(source, slot)<br>''called when entity is equipped on the source entity and in the given slot''
* boolean onDrop(item, slot)<br>''called when entity drops item from the given slot to floor''
* boolean onDropped(source, x, y)<br>''called when entity is dropped by source to floor at position x,y''
* void onChat(source, text)<br>''called when someone speaks near entity or write to entity''
* boolean onUse(item)<br>''called when entity use item''
* boolean onUseWith(base, item)<br>''called when entity use item on base item''
* boolean onUsed(source)<br>''called when entity is used by source''
* boolean onUsedWith(source, base)<br>''called when entity is used by source on base item''
* boolean onStop()<br>''called when entity stops moving, attacking, etc...''

Latest revision as of 19:14, 24 June 2022



This page proposes some possible, very long term, goals for Stendhal.
Please see also StendhalOpenTasks for shorter term open tasks.

If you are interested in any of these goals, or have other ideas, please visit IRC at irc.libera.chat #arianne

RP System

Working document for RP System proposal
RP System proposal
Skill System
Combat: Melee
Combat: Range
Magic
Trading System
Shopping System
Auctioning System
Party System
Jobs System

Economy

Balancing the economy

Class System

Class Basics

About the different classes
Class:Archer
Class:Mage
Class:Priest
Class:Warrior

General Skills


Items

Creatures

Creatures available after refactoring
Creatures' actions available after refactoring
Creatures' events system proposal
Creatures' AI system proposal


Out of Game

Code

  • Improve rendering engine by adding dirty rectangles.