Difference between revisions of "AnglerStudios:Code Stats"
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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)