- Deleted BaseAI as AI will be built into BaseCharacter and enabled/disabled via the already existing IsControlled property. - Added BaseStats class which will manage all of the stats used by characters. It was decided this should be a separate class that players can extend off of and change how stats are handled in their games without having to re-write large chunks of player code. - Began adding better commenting through-out the project. CommandExit.cs, CommandGetTime.cs have been given much better commenting. These will ultimately be converted to Scripts for developers to modify.
74 lines
4.7 KiB
C#
74 lines
4.7 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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}
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}
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