StendhalRefactoring: Difference between revisions
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imported>MiguelAngelBlanchLardin No edit summary |
imported>MiguelAngelBlanchLardin No edit summary |
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=Items= |
=Items= |
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==List== |
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We have the next items structure: |
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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== Properties == |
== Properties == |
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Additionally items should explain: |
Additionally items should explain: |
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* What slots can they be equipped |
* What slots can they be equipped |
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* tiled id |
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=Creatures= |
=Creatures= |
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==List== |
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== Actions == |
== Actions == |
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* Move |
* Move |
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== Events == |
== Events == |
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Creatures can recieve the next list of events: |
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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===void onStopAttack(target)=== |
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===void onStopAttacked(target)=== |
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* boolean onKill(target)<br>''called when entity kills target'' |
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* boolean onMove(x,y)<br>''called when entity moves to x,y ( before moving in fact )'' |
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===boolean onDamage(type, amount)=== |
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* boolean onCollideWith(target)<br>''called when entity collide with another entity'' |
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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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===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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===boolean onDropped(source, x, y)=== |
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===void onChat(source, text)=== |
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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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===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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===boolean onStop()=== |
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''called when entity stops moving, attacking, etc...'' |
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