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AntumDeluge →Code: remove outdated/implemented |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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==List== |
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We have the next items structure: |
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===Shields=== |
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* Wooden shield |
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* Studded shield |
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* Metal Plate shield |
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* Copper shield |
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===Swords=== |
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* Dagger |
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* Sword |
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* Long sword |
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* Broadsword |
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===Armors=== |
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* Leather armor |
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* Studded Leather armor |
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* Plate Mail armor |
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* Copper Plate armor |
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===Boots=== |
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* Sandals |
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* Leather |
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===Helmet=== |
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* Leather helmet |
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* Studded helmet |
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* Chain Mail helmet |
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* Viking helmet |
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===Leg Armour=== |
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* Leather Leg Armour |
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* Studded Leather Leg Armour |
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* Chain Mail Leg Armour |
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===Corpse=== |
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===Money=== |
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===Book=== |
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===Food=== |
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* Meat |
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* Cheese |
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* Bread |
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This page proposes some possible, very long term, goals for Stendhal.<br> |
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== Properties == |
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Please see also [[StendhalOpenTasks]] for shorter term open tasks. |
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We have several common attributes for all the items. Mainly: |
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* Type |
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* Class |
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* Subclass |
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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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And some attributes that objects may or many not have: |
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=RP System= |
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* Attack |
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[[StendhalRPProposal| ''Working document'' for RP System proposal]]<br> |
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* Defense |
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[[StendhalRefactoringRP| RP System proposal]]<br> |
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* Quantity |
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[[StendhalRefactoringRP#Skill_system|Skill System]]<br> |
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[[StendhalRefactoringRP#Melee_Combat|Combat: Melee]]<br> |
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[[StendhalRefactoringRP#Range_Combat|Combat: Range]]<br> |
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[[StendhalRefactoringRP#Magic|Magic]]<br> |
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[[StendhalRefactoringRP#Trading_system|Trading System]]<br> |
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[[StendhalRefactoringRP#Shopping_system|Shopping System]]<br> |
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[[StendhalRefactoringRP#Auctioning_system|Auctioning System]]<br> |
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[[StendhalRefactoringRP#Party_system|Party System]]<br> |
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[[StendhalJobs|Jobs System]]<br> |
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=Economy= |
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== Extra information == |
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[[StendhalEconomy|Balancing the economy]] |
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Additionally items should explain: |
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* What slots can they be equipped |
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* tiled id |
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=Class System= |
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[[StendhalRefactoringClassBasics|Class Basics]]<br> |
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<br> |
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About the different classes <br> |
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[[StendhalRefactoringClassArcher|Class:Archer]]<br> |
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[[StendhalRefactoringClassMage|Class:Mage]]<br> |
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[[StendhalRefactoringClassPriest|Class:Priest]]<br> |
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[[StendhalRefactoringClassWarrior|Class:Warrior]]<br> |
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<br> |
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[[StendhalRefactoringClassGeneral|General Skills]]<br> |
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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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==List== |
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[[StendhalRefactoringCreatures#Actions| Creatures' actions available after refactoring]]<br> |
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[[StendhalRefactoringCreatures#Events| Creatures' events system proposal]]<br> |
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[[StendhalRefactoringCreatures#AI| Creatures' AI system proposal]]<br> |
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=Out of Game= |
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* [[StendhalRefactoringUpdates]] |
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= Code = |
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* Improve rendering engine by adding dirty rectangles. |
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== Actions == |
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* Move |
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* Stop |
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* Chat |
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* Tell |
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* Outfit |
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* Attack |
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* Use |
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* Equip |
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* Drop |
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* Own ( a sheep ) |
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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)=== |
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''called when attacking a target with the given weapon.'' |
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===boolean onAttacked(attacker, weapon)=== |
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''called when attacked by someone with a given weapon.'' |
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===void onStopAttack(target)=== |
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''called when we stop attacking target'' |
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===void onStopAttacked(target)=== |
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''called when target stops attacking us'' |
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===boolean onDamage(type, amount)=== |
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''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)=== |
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''called when attacked killed us with the given weapon'' |
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===boolean onKill(target)=== |
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''called when entity kills target'' |
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===boolean onMove(x,y)=== |
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''called when entity moves to x,y ( before moving in fact )'' |
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===boolean onCollide(x,y)=== |
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''called when entity collide at position x,y'' |
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===boolean onCollideWith(target)=== |
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''called when entity collide with another entity'' |
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===boolean onEquip(item, slot)=== |
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''called when entity equips item on the given slot'' |
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===boolean onEquipped(source, slot)=== |
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''called when entity is equipped on the source entity and in the given slot'' |
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===boolean onDrop(item, slot)=== |
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''called when entity drops item from the given slot to floor'' |
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===boolean onDropped(source, x, y)=== |
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''called when entity is dropped by source to floor at position x,y'' |
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===void onChat(source, text)=== |
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''called when someone speaks near entity or write to entity'' |
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===boolean onUse(item)=== |
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''called when entity use item'' |
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===boolean onUseWith(base, item)=== |
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''called when entity use item on base item'' |
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===boolean onUsed(source)=== |
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''called when entity is used by source'' |
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===boolean onUsedWith(source, base)=== |
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''called when entity is used by source on base item'' |
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===boolean onStop()=== |
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''called when entity stops moving, attacking, etc...'' |
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