StendhalRefactoring: Difference between revisions

From Arianne
Jump to navigation Jump to search
Content deleted Content added
imported>MiguelAngelBlanchLardin
No edit summary
imported>MiguelAngelBlanchLardin
No edit summary
Line 1: Line 1:
=Items=
=Items=
==List==
We have the next items structure:
We have the next items structure:
* Shields
===Shields===
** Wooden shield
* Wooden shield
** Studded shield
* Studded shield
** Metal Plate shield
* Metal Plate shield
** Copper shield
* Copper shield
* Swords
===Swords===
** Dagger
* Dagger
** Sword
* Sword
** Long sword
* Long sword
** Broadsword
* Broadsword
* Armors
===Armors===
** Leather armor
* Leather armor
** Studded Leather armor
* Studded Leather armor
** Plate Mail armor
* Plate Mail armor
** Copper Plate armor
* Copper Plate armor
* Boots
===Boots===
** Sandals
* Sandals
** Leather
* Leather
* Helmet
===Helmet===
** Leather helmet
* Leather helmet
** Studded helmet
* Studded helmet
** Chain Mail helmet
* Chain Mail helmet
** Viking helmet
* Viking helmet
* Leg Armour
===Leg Armour===
** Leather Leg Armour
* Leather Leg Armour
** Studded Leather Leg Armour
* Studded Leather Leg Armour
** Chain Mail Leg Armour
* Chain Mail Leg Armour
* Corpse
===Corpse===
* Money
===Money===
* Book
===Book===
* Food
===Food===
** Meat
* Meat
** Cheese
* Cheese
** Bread
* Bread


== Properties ==
== Properties ==
Line 50: Line 51:
Additionally items should explain:
Additionally items should explain:
* What slots can they be equipped
* What slots can they be equipped
* tiled id




=Creatures=
=Creatures=
==List==

== Actions ==
== Actions ==
* Move
* Move
Line 67: Line 71:
== Events ==
== Events ==
Creatures can recieve the next list of events:
Creatures can recieve the next list of events:
* boolean onAttack(target, weapon)<br>''called when attacking a target with the given weapon.''
=== boolean onAttack(target, weapon)===
* boolean onAttacked(attacker, weapon)<br>''called when attacked by someone with a given weapon.''
''called when attacking a target with the given weapon.''
===boolean onAttacked(attacker, weapon)===
* void onStopAttack(target)<br>''called when we stop attacking target''
''called when attacked by someone with a 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.''
''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''
''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''
''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 entity is equipped on the source entity and in the given slot''
''called when attacked killed us with the given weapon''
===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 position x,y''
''called when entity kills target''
===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 use item''
''called when entity moves to 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 is used by source''
''called when entity collide at position x,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 stops moving, attacking, etc...''
''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...''

Revision as of 12:50, 24 October 2005

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

We have several common attributes for all the items. Mainly:

  • Type
  • Class
  • Subclass

And some attributes that objects may or many not have:

  • Attack
  • Defense
  • Quantity

Extra information

Additionally items should explain:

  • What slots can they be equipped
  • tiled id


Creatures

List

Actions

  • Move
  • Stop
  • Chat
  • Tell
  • Outfit
  • Attack
  • Use
  • Equip
  • Drop
  • Own ( a sheep )

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...