MG Mud User | 88f1247 | 2016-06-24 23:31:02 +0200 | [diff] [blame^] | 1 | |
| 2 | OBJECT: |
| 3 | living |
| 4 | |
| 5 | |
| 6 | SYNOPSIS: |
| 7 | inherit "std/living"; |
| 8 | |
| 9 | #include <properties.h> |
| 10 | #include <living.h> |
| 11 | |
| 12 | |
| 13 | DESCRIPTION: |
| 14 | This is the generic living object which 'lives', can move, |
| 15 | can fight. |
| 16 | |
| 17 | It has a number of 'stats', also called 'attributes' in |
| 18 | the new system. These include the former stats |
| 19 | strength, dexterity, intelligence and constitution. |
| 20 | These attributes determine the life functions and |
| 21 | variables like hitpoints and spellpoints, but also the |
| 22 | ability to perform certain actions like spellcasting or |
| 23 | swordfighting. Attributs are implemented as a property |
| 24 | P_ATTRIBUTES. Attributes can be set by using the functions |
| 25 | |
| 26 | SetAttribute(string attribute, int value) |
| 27 | Sets <attribute> to <value>. Certain restrictions might |
| 28 | exist, and the requested attribute might not be set. |
| 29 | Attributes are integer values, and are in the range |
| 30 | of 1 (very bad) to 20 (excellent and highest possible |
| 31 | for a normal human). |
| 32 | |
| 33 | int QueryAttribute(string attribute) |
| 34 | Returns value of <attribute> |
| 35 | |
| 36 | Abilities. A living creature may have special abilities |
| 37 | to perform certain actions. These may be very different |
| 38 | types of actions, like fighting with a sword, casting |
| 39 | a fireball or climbing up a tree. Abilities are |
| 40 | implemented as the P_ABILITIES property. An ability may |
| 41 | be accompanied by an object which may define special |
| 42 | actions and which uses the values of P_ABILITES, for |
| 43 | example a spellbook will store spell levels there or |
| 44 | a weapon uses a weapon ability (skill). The abilities |
| 45 | can be manipulated: |
| 46 | |
| 47 | SetAbility(string ability, int value) |
| 48 | Sets <ability> to <value>. |
| 49 | |
| 50 | int QueryAbility(string ability) |
| 51 | Ask the value of <ability>. |
| 52 | |
| 53 | Equipment. Weaponclass and armourclass are defined. Unless |
| 54 | a weapon is used, the wc is 0. Unless an armour is used, |
| 55 | the ac is 0. (P_WC and P_AC) |
| 56 | |
| 57 | Live variables. A living creature has several needs just |
| 58 | because it is alive. The complex life functions are |
| 59 | reducced to some crucial factors. |
| 60 | |
| 61 | P_HP |
| 62 | These are mainly determined by the constitution and give |
| 63 | the ability of the body to absorb damage. If the |
| 64 | hitpoints go below zero, the creature is dead. |
| 65 | |
| 66 | P_SP |
| 67 | Spellpoints (sometimes called mana) describe the magical |
| 68 | (spiritual) capability of the creature. It is mainly |
| 69 | determined by Intelligence and Wisdom. It is up to the |
| 70 | creature how good it uses the spellpoint resource. |
| 71 | Spellpoints will go down when supernatural actions are |
| 72 | performed by the creature. |
| 73 | |
| 74 | P_MAX_SP, P_MAX_HP |
| 75 | Readonly variable which are computed from attributes. |
| 76 | |
| 77 | P_FOOD, P_DRINK, P_ALCOHOL, (P_POISON) |
| 78 | These three variables describe hunger, thirst and |
| 79 | intoxication by alcohol. The max is dependent on the |
| 80 | constitution of the living, and of the weight. |
| 81 | These variables automatically decrease with time. |
| 82 | When food or drink goes below zero, the creature |
| 83 | suffers hunger or thirst and will lose hitpoints. |
| 84 | |
| 85 | P_MAX_FOOD, P_MAX_DRINK, P_MAX_ALCOHOL |
| 86 | Readonly variables which are computed from attributes. |
| 87 | |
| 88 | P_WEIGHT, P_SIZE |
| 89 | These variables describe the physical proportions of |
| 90 | the creatures body. Both variables are standard properties |
| 91 | and are also used in normal objects. |
| 92 | |
| 93 | P_MAX_WEIGHT |
| 94 | This is a readonly variable which describes how much |
| 95 | a living creature may carry around. |
| 96 | |
| 97 | P_GENDER |
| 98 | This is obvious. Gender may be MALE, FEMALE or NEUTER, |
| 99 | as defined in <living.h>. Player gender may be only |
| 100 | MALE or FEMALE. |
| 101 | |
| 102 | P_RACE |
| 103 | A string which defines the race. |
| 104 | |
| 105 | P_ALIGNMENT |
| 106 | The alignment of the living, ranging frO |
| 107 | |
| 108 | P_AGE |
| 109 | The age of the living creature in seconds |
| 110 | |
| 111 | |
| 112 | INHERITANCE TREE: |
| 113 | living |
| 114 | |-thing/moving |
| 115 | |-thing/properties |
| 116 | `-thing/description |
| 117 | |
| 118 | |
| 119 | SEE ALSO: |
| 120 | properties(C), units(C) |