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{{Navigation for Stendhal Top|Contributing}}
=Items=
{{Navigation for Stendhal Contributors}}
==List==
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>
== Properties ==
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=
== Extra information ==
[[StendhalEconomy|Balancing the economy]]
Additionally items should explain:
* What slots can they be equipped
* tiled id


=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* [[StendhalRefactoringItemsBase| Base Implementation page]] ''outdated''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>
==List==
[[StendhalRefactoringCreatures#Actions| Creatures' actions available after refactoring]]<br>
[[StendhalRefactoringCreatures#Events| Creatures' events system proposal]]<br>
[[StendhalRefactoringCreatures#AI| Creatures' AI system proposal]]<br>


=Out of Game=
* [[StendhalRefactoringUpdates]]

= Code =

* Improve rendering engine by adding dirty rectangles.


== Actions ==
* Move
* Stop
* Chat
* Tell
* Outfit
* Attack
* Use
* Equip
* Drop
* Own ( a sheep )


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