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
This page proposes some possible, very long term, goals for Stendhal.<br>
** Wooden shield
Please see also [[StendhalOpenTasks]] for shorter term open tasks.
** Studded shield

** Plate shield
If you are interested in any of these goals, or have other ideas, please visit [[ChatWithOtherUsersDevs|IRC at irc.libera.chat #arianne]]
** Copper shield
=RP System=
* Swords
[[StendhalRPProposal| ''Working document'' for RP System proposal]]<br>
** knife
[[StendhalRefactoringRP| RP System proposal]]<br>
** Sword
[[StendhalRefactoringRP#Skill_system|Skill System]]<br>
** Long sword
[[StendhalRefactoringRP#Melee_Combat|Combat: Melee]]<br>
** Broadsword
[[StendhalRefactoringRP#Range_Combat|Combat: Range]]<br>
* Armors
[[StendhalRefactoringRP#Magic|Magic]]<br>
** Leather armor
[[StendhalRefactoringRP#Trading_system|Trading System]]<br>
** Studded armor
[[StendhalRefactoringRP#Shopping_system|Shopping System]]<br>
** Plater armor
[[StendhalRefactoringRP#Auctioning_system|Auctioning System]]<br>
** Copper armor
[[StendhalRefactoringRP#Party_system|Party System]]<br>
* Boots
[[StendhalJobs|Jobs System]]<br>
** Sandals

** Leather
=Economy=
* Helmet
[[StendhalEconomy|Balancing the economy]]
** Leather helmet

** Studded helmet
=Class System=
** Chain helmet
[[StendhalRefactoringClassBasics|Class Basics]]<br>
** Viking helmet
<br>
* Legs
About the different classes <br>
** Leather legs
[[StendhalRefactoringClassArcher|Class:Archer]]<br>
** Studded legs
[[StendhalRefactoringClassMage|Class:Mage]]<br>
** Chain legs
[[StendhalRefactoringClassPriest|Class:Priest]]<br>
* Corpse
[[StendhalRefactoringClassWarrior|Class:Warrior]]<br>
* Money
<br>
* Book
[[StendhalRefactoringClassGeneral|General Skills]]<br>
* Food

** Meat

** Cheese

** Bread
= 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* [[StendhalRefactoringItemsBase| Base Implementation page]] ''outdated''
* [[StendhalRefactoringItems| Items available after refactoring, min level list]] ''outdated''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:
* onAttack(target, weapon)<br>''called when attacking a target with the given weapon.''
* onAttacked(attacker, weapon)<br>''called when attacked by someone with a given weapon.''
* onStopAttack(target)<br>''called when we stop attacking target''
* onStopAttacked(target)<br>''called when target stops attacking us''
* onDamage(type, amount)<br>''called when entity is damaged with the damage type (physical, fire, poison, magical, ... ) and the amount of damage done.''
* onKilled(attacker, weapon)<br>''called when attacked killed us with the given weapon''
* onKill(target)<br>''called when entity kills target''
* onMove(x,y)<br>''called when entity moves to x,y ( before moving in fact )''
* onCollide(x,y)<br>''called when entity collide at position x,y''
* onCollideWith(target)<br>''called when entity collide with another entity''
* onEquip(item, slot)<br>''called when entity equips item on the given slot''
* onEquipped(source, slot)<br>''called when entity is equipped on the source entity and in the given slot''
* onDrop(item, slot)<br>''called when entity drops item from the given slot to floor''
* onDropped(source, x, y)<br>''called when entity is dropped by source to floor at position x,y''
* onChat(source, text)<br>''called when someone speaks near entity or write to entity''
* onUse(item)<br>''called when entity use item''
* onUseWith(base, item)<br>''called when entity use item on base item''
* onUsed(source)<br>''called when entity is used by source''
* onUsedWith(source, base)<br>''called when entity is used by source on base item''
* 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.