- Added FileManager.GetDataSpan() method. This allows developers to start at a line and collect the next 'x' number of lines after that starting line. Example: GetDataSpan("MyFile.txt", 5, "DoorwayArrivalRoom", true); This seeks MyFile.txt until it finds "DoorwayArrivalRoom" and then it stores that line and the next 4 lines for a total of 5 lines and returns the collection. The last argument 'true' means that the method will scan the rest of the file after the initial 5 lines and add any other lines that match the "DoorwayArrivalRoom" string as well. - Deleted CommandResults class as it's no longer used by the script engine. - Singleplayer and Multiplayer save data paths are now the same paths by default. - Game.Update() method now checks for auto-saving (instead of MudGame performing this check) - Saving and restoring of Realms, Zones, Rooms and Doorways now fully implemented. - GameTime now supports auto-saving - GameWorld.Update() now calls BaseCharacter.Update() and is ready for future update code. - GameWorld.AddObject and GameWorld.RemoveObject() have been removed. - GameWorld.AddRealm() re-added for adding Realms pre-populated with zones/rooms. Note that Zones and Rooms can be added to a Realm even after it has been added to the GameWorld.RealmCollection - BaseObject now contains a OnStart() event method. - BaseObject.Save() now saves BaseObject.DetailedDescription collection content. - Updated BaseCharacter to retrieve Environments by Filename rather than Object name. - BaseStats.Experience property added. - Door.RoomTravelType enum added for determining if the room is Arrival or Departure - Door.SetRoom() method added for restoring a Rooms Doorway link during world restoration. - Renamed Room.InstallPath to Room.RoomLocation. Contains a MyRealm.Realm>MyZone.Zone>MyRoom.Room path - Added Room.RoomLocationWithoutExtension property for returning the Rooms location without file extensions. Ex: MyRealm>MyZone>MyRoom - Room now saves Doorways. - The GameWorld now restores the link between Rooms once all Environment objects have been instanced and restored from their saved state. MudGame: - Minor clean-up with MudGame loop and shutdown. - Updated scripts to reflect changes made to the engine.
80 lines
4.8 KiB
C#
80 lines
4.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace MudEngine.GameObjects.Characters
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{
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/// <summary>
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/// This class is the base class that handles the managing of a Characters stats.
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/// It was decided to place stats within their own class, to allow for developers to easily add additional
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/// stats or adjust how stats are used within their MUD's without having to modify the Character code themselves.
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/// </summary>
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public class BaseStats
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{
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/// <summary>
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/// Strength is a measure of muscle, endurance and stamina combined.
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/// Strength affects the ability of characters to lift and carry weights, melee attack rolls,
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/// damage rolls (for both melee and ranged weapons,) the Jump, Climb, and Swim skills,
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/// several combat actions, and general checks involving moving or breaking stubborn objects.
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/// </summary>
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public Int32 Strength { get; set; }
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/// <summary>
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/// Dexterity encompasses a number of physical attributes including hand-eye coordination, agility,
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/// reflexes, fine motor skills, balance and speed of movement; a high dexterity score indicates
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/// superiority in all these attributes. Dexterity affects characters with regard to initiative in combat,
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/// ranged attack rolls, Armor Class, Reflex saves, and the Balance, Escape Artist, Hide, Move Silently,
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/// Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope skills. It also affects the number of additional
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/// attacks of opportunity granted by the Combat Reflexes feat. Dexterity is the ability most influenced by
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/// outside influences (such as armor).
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/// </summary>
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public Int32 Dexterity { get; set; }
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/// <summary>
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/// Constitution is a term which encompasses the character's physique, toughness, health and resistance to disease and poison.
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/// The higher a character's Constitution, the more hit points that character will have.
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/// Constitution also is important for Fortitude saves, the Concentration skill, and fatigue-based general checks.
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/// Constitution also determines the duration of a barbarian's rage.
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/// Unlike the other ability scores, which render the character unconscious or immobile when they hit 0,
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/// having 0 Constitution is fatal.
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/// </summary>
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public Int32 Constitution { get; set; }
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/// <summary>
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/// Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning ability outside
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/// those measured by the written word. Intelligence dictates the number of languages a character can learn,
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/// and it influences the number of spells a preparation-based arcane spellcaster (like a Wizard) may cast per
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/// day, and the effectiveness of said spells. It also affects how many skill points a character gains per level,
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/// the Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft skills,
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/// and bardic knowledge checks.
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/// </summary>
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public Int32 Intelligence { get; set; }
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/// <summary>
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/// Wisdom is a composite term for the characters enlightenment, judgement, wile, willpower and intuitiveness.
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/// Wisdom influences the number of spells a divine spellcaster (like clerics, druids, paladins, and rangers)
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/// can cast per day, and the effectiveness of said spells. It also affects Will saving throws, the Heal, Listen,
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/// Profession, Sense Motive, Spot, and Survival skills, the effectiveness of the Stunning Fist feat, and a
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/// monk's quivering palm attack.
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/// </summary>
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public Int32 Wisdom { get; set; }
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/// <summary>
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/// Charisma is the measure of the character's combined physical attractiveness, persuasiveness, and personal magnetism.
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/// A generally non-beautiful character can have a very high charisma due to strong measures of the other two aspects of charisma.
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/// Charisma influences how many spells spontaneous arcane spellcasters (like sorcerers and bards) can cast per day, and the
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/// effectiveness of said spells. It also affects Bluff, Diplomacy, Disguise, Gather Information, Handle Animal,
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/// Intimidate, Perform, and Use Magic Device checks, how often and how effectively clerics and paladins can turn
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/// undead, the wild empathy of druids and rangers, and a paladin's lay on hands ability.
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/// </summary>
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public Int32 Charisma { get; set; }
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/// <summary>
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/// Experiance is given to the player based off activities that they perform.
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/// </summary>
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public Int32 Experiance { get; set; }
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}
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}
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