using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace MudEngine.GameObjects.Characters { /// /// This class is the base class that handles the managing of a Characters stats. /// It was decided to place stats within their own class, to allow for developers to easily add additional /// stats or adjust how stats are used within their MUD's without having to modify the Character code themselves. /// public class BaseStats { /// /// Strength is a measure of muscle, endurance and stamina combined. /// Strength affects the ability of characters to lift and carry weights, melee attack rolls, /// damage rolls (for both melee and ranged weapons,) the Jump, Climb, and Swim skills, /// several combat actions, and general checks involving moving or breaking stubborn objects. /// public Int32 Strength { get; set; } /// /// Dexterity encompasses a number of physical attributes including hand-eye coordination, agility, /// reflexes, fine motor skills, balance and speed of movement; a high dexterity score indicates /// superiority in all these attributes. Dexterity affects characters with regard to initiative in combat, /// ranged attack rolls, Armor Class, Reflex saves, and the Balance, Escape Artist, Hide, Move Silently, /// Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope skills. It also affects the number of additional /// attacks of opportunity granted by the Combat Reflexes feat. Dexterity is the ability most influenced by /// outside influences (such as armor). /// public Int32 Dexterity { get; set; } /// /// Constitution is a term which encompasses the character's physique, toughness, health and resistance to disease and poison. /// The higher a character's Constitution, the more hit points that character will have. /// Constitution also is important for Fortitude saves, the Concentration skill, and fatigue-based general checks. /// Constitution also determines the duration of a barbarian's rage. /// Unlike the other ability scores, which render the character unconscious or immobile when they hit 0, /// having 0 Constitution is fatal. /// public Int32 Constitution { get; set; } /// /// Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning ability outside /// those measured by the written word. Intelligence dictates the number of languages a character can learn, /// and it influences the number of spells a preparation-based arcane spellcaster (like a Wizard) may cast per /// day, and the effectiveness of said spells. It also affects how many skill points a character gains per level, /// the Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft skills, /// and bardic knowledge checks. /// public Int32 Intelligence { get; set; } /// /// Wisdom is a composite term for the characters enlightenment, judgement, wile, willpower and intuitiveness. /// Wisdom influences the number of spells a divine spellcaster (like clerics, druids, paladins, and rangers) /// can cast per day, and the effectiveness of said spells. It also affects Will saving throws, the Heal, Listen, /// Profession, Sense Motive, Spot, and Survival skills, the effectiveness of the Stunning Fist feat, and a /// monk's quivering palm attack. /// public Int32 Wisdom { get; set; } /// /// Charisma is the measure of the character's combined physical attractiveness, persuasiveness, and personal magnetism. /// A generally non-beautiful character can have a very high charisma due to strong measures of the other two aspects of charisma. /// Charisma influences how many spells spontaneous arcane spellcasters (like sorcerers and bards) can cast per day, and the /// effectiveness of said spells. It also affects Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, /// Intimidate, Perform, and Use Magic Device checks, how often and how effectively clerics and paladins can turn /// undead, the wild empathy of druids and rangers, and a paladin's lay on hands ability. /// public Int32 Charisma { get; set; } /// /// Experiance is given to the player based off activities that they perform. /// public Int32 Experiance { get; set; } } }