Difference between revisions of "AnglerStudios:Code Stats"

From RPGnet
Jump to: navigation, search
 
Line 2: Line 2:
  
 
Back to the [[AnglerStudios:Coding|Coding Discussion Page]].
 
Back to the [[AnglerStudios:Coding|Coding Discussion Page]].
 +
 +
=Class Stats=
 +
Class Name: stats
 +
 +
=Members=
 +
Functions:
 +
  currently all the functions are of the type :
 +
        get<insertstatnamehere>
 +
        set<insertstatnamehere>
 +
  eg: getLevel();
 +
      setLevel();
 +
 +
Variables:
 +
  int level // character level
 +
  int experience // how close to the next level the character is
 +
  int maxHP // maximum health
 +
  int currHP // current health
 +
  int maxMP // maximum mana
 +
  int currMP // current mana
 +
  int strength // will affect melee damage
 +
  int agility // will affect bow damage, and possibly hit rate and dodge chance
 +
  int speed // will (eventually) affect how many attacks a character can potentially get in battle
 +
  int stamina // directly affects health
 +
  int intelligence // will affect mana, and spell damage
 +
  list status // will be a linked list containing the status effects currently affecting the character
 +
 +
Notes: I am thinking of not making death a status effect... simply disallow any action to be taken by a character with a currHP <= 0 - this could shorten calculations on the linked list somewhat since I am expecting dying in battle to happen a LOT. Of course... if a character has 0 health we can disallow casting of a regular healing spell to change that... anyway we'll see how much overhead this would save (if death isnt common then it'd probably be simpler to make it a status since we'd not be saving much in the way of processing)

Revision as of 21:07, 6 July 2006

Back to the Main Page.

Back to the Coding Discussion Page.

Class Stats

Class Name: stats

Members

Functions:

  currently all the functions are of the type :
       get<insertstatnamehere>
       set<insertstatnamehere>
  eg: getLevel();
      setLevel();

Variables:

  int level // character level
  int experience // how close to the next level the character is
  int maxHP // maximum health
  int currHP // current health
  int maxMP // maximum mana
  int currMP // current mana
  int strength // will affect melee damage
  int agility // will affect bow damage, and possibly hit rate and dodge chance
  int speed // will (eventually) affect how many attacks a character can potentially get in battle
  int stamina // directly affects health
  int intelligence // will affect mana, and spell damage
  list status // will be a linked list containing the status effects currently affecting the character

Notes: I am thinking of not making death a status effect... simply disallow any action to be taken by a character with a currHP <= 0 - this could shorten calculations on the linked list somewhat since I am expecting dying in battle to happen a LOT. Of course... if a character has 0 health we can disallow casting of a regular healing spell to change that... anyway we'll see how much overhead this would save (if death isnt common then it'd probably be simpler to make it a status since we'd not be saving much in the way of processing)