StendhalRefactoring: Difference between revisions

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imported>MiguelAngelBlanchLardin
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imported>MiguelAngelBlanchLardin
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=Items=
==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
 
== Properties ==
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Additionally items should explain:
* What slots can they be equipped
* tiled id
 
 
=Creatures=
==List==
 
== Actions ==
* Move
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== 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 attackedattacking bya someonetarget with athe given weapon.''
===boolean onAttacked(attacker, weapon)===
* void onStopAttack(target)<br>''called when we stop attacking target''
* boolean onKilled(attacker, weapon)<br>''called when attacked killedby ussomeone with thea given weapon.''
* void onStopAttacked(target)<br>''called when target stops attacking us''
===void onStopAttack(target)===
* boolean onDamage(type, amount)<br>''called when entity is damaged with the damage type (physical, fire, poison, magical, ... ) and the amount of damage done.''
* void onStopAttack(target)<br>''called when we stop attacking target''
* boolean onKilled(attacker, weapon)<br>''called when attacked killed us with the given weapon''
===void onStopAttacked(target)===
* boolean onKill(target)<br>''called when entity kills target''
* void onStopAttacked(target)<br>''called when target stops attacking us''
* boolean onMove(x,y)<br>''called when entity moves to x,y ( before moving in fact )''
===boolean onDamage(type, amount)===
* boolean onCollide(x,y)<br>''called when entity collide at position x,y''
* 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 onCollideWith(target)<br>''called when entity collide with another entity''
===boolean onKilled(attacker, weapon)===
* boolean onEquip(item, slot)<br>''called when entity equips item on the given slot''
* boolean onEquipped(source, slot)<br>''called when entityattacked iskilled equippedus on the source entity and inwith the given slotweapon''
===boolean onKill(target)===
* 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 positionkills x,ytarget''
===boolean onMove(x,y)===
* void onChat(source, text)<br>''called when someone speaks near entity or write to entity''
* boolean onUse(item)<br>''called when entity usemoves itemto x,y ( before moving in fact )''
===boolean onCollide(x,y)===
* boolean onUseWith(base, item)<br>''called when entity use item on base item''
* boolean onUsed(source)<br>''called when entity iscollide usedat byposition sourcex,y''
===boolean onCollideWith(target)===
* boolean onUsedWith(source, base)<br>''called when entity is used by source on base item''
* boolean onStop()<br>''called when entity stopscollide moving,with attacking,another etc...entity''
===boolean onEquip(item, slot)===
* boolean onEquip(item, slot)<br>''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)===
* boolean onDrop(item, slot)<br>''called when entity drops item from the given slot to floor''
===boolean onDropped(source, x, y)===
* boolean onCollide(x,y)<br>''called when entity collideis dropped by source to floor at position x,y''
===void onChat(source, text)===
* void onChat(source, text)<br>''called when someone speaks near entity or write to entity''
===boolean onUse(item)===
''called when entity use item''
===boolean onUseWith(base, item)===
* boolean onUseWith(base, item)<br>''called when entity use item on base item''
===boolean onUsed(source)===
''called when entity is used by source''
===boolean onUsedWith(source, base)===
* boolean onUsedWith(source, base)<br>''called when entity is used by source on base item''
===boolean onStop()===
''called when entity stops moving, attacking, etc...''