|
|
This document explains how the file assert/species.txt is formated.
|
|
|
|
|
|
One first remark, # don't implies the line will be ignored. It's just to "visualize" it. Before every species fields a # with the name of the field is put.
|
|
|
|
|
|
The first two line of the document are ignored, its content doesn't matter.
|
|
|
On the third line, the exact number of Species must be written. If the number is wrong, the program will forget some species or throw exception.
|
|
|
|
|
|
Afterwards the syntax is always the same. I'll put an exemple :
|
|
|
#--------------------------------------------------------------------
|
|
|
#Mentali - Character < Nothing strange here
|
|
|
C
|
|
|
#name < The Species name.
|
|
|
Mentali
|
|
|
#tilePropertyVector < A list of all the TileProperty the species can "walk" on. Starts with the number of item in the list. The list of all possibility is in map_generation.tiles.TilePropertyVector
|
|
|
1
|
|
|
SOLID
|
|
|
#collisionBox < A Zone around the entity checked for collision with the map. Zone field are explained after.
|
|
|
R
|
|
|
15
|
|
|
15
|
|
|
#visilibity < A Zone in which the entity is able to see others entities.
|
|
|
R
|
|
|
200
|
|
|
200
|
|
|
#entityDisplayerType < As of now, you only have to choose between CHATROSE, RONFLEX or INVISIBLE. This changes the entity's sprite. Last field for an Entity.
|
|
|
CHATROSE
|
|
|
#hitbox < A Zone that an ability should affect for the entity to be hit. First field for a Being.
|
|
|
R
|
|
|
10
|
|
|
10
|
|
|
#damageTypeVector < A list of all DamageType the entity is sensible too.The list of all possibility is in core.gamestate.DamageType . The first line is the number of damageType in the list.
|
|
|
7
|
|
|
NEUTRAL
|
|
|
FIRE
|
|
|
ICE
|
|
|
THUNDER
|
|
|
WATER
|
|
|
LIGHT
|
|
|
DARK
|
|
|
#baseHP < HP
|
|
|
10
|
|
|
#baseDef < Defense. Reduce physical damage taken.
|
|
|
1
|
|
|
#baseMental < Mental. Reduce magic damage taken. Last field of a Being Species.
|
|
|
1
|
|
|
#baseAtk < First field for a Character Species. Increase physical damage done. First field of a CharacterSpecies.
|
|
|
1
|
|
|
#baseIntel < Intel. Increase magic damage done.
|
|
|
1
|
|
|
#abilityList < List of all abilities of the species. As of now, you can choose between TEST_ATTACK_ABILITY and NULL_ABILITY. (The actual list is in core.ability.AbilityKey)
|
|
|
4
|
|
|
TEST_ATTACK_ABILITY
|
|
|
NULL_ABILITY
|
|
|
NULL_ABILITY
|
|
|
NULL_ABILITY
|
|
|
|
|
|
For the Zone , this is the syntax :
|
|
|
-for an EmptyZone
|
|
|
E
|
|
|
-for a Rectangle of size 2n*2m
|
|
|
R
|
|
|
n
|
|
|
m
|
|
|
-for a Circle of radius n
|
|
|
C
|
|
|
n
|
|
|
-for the Union of two zone Z1 and Z2
|
|
|
U
|
|
|
Z1
|
|
|
Z2
|
|
|
|
|
|
Now, this is a blank example. Fill all empty line and copy it at the end of the file to add a new Species (just remove the < ). Beware, fill all field, and remove no line. Do not leave an empty line at the end of the file. It may break the file if not removed and another species is added.
|
|
|
#--------------------------------------------------------------------
|
|
|
#type of Species
|
|
|
|
|
|
#name
|
|
|
|
|
|
#tilePropertyVector
|
|
|
|
|
|
#collisionBox
|
|
|
|
|
|
#visilibity
|
|
|
|
|
|
#entityDisplayerType
|
|
|
|
|
|
#hitbox < Ignore this field and afterward if only an Entity
|
|
|
|
|
|
#damageTypeVector
|
|
|
|
|
|
#baseHP
|
|
|
|
|
|
#baseDef
|
|
|
|
|
|
#baseMental
|
|
|
|
|
|
#baseAtk < Ignore this field and afterward if only a Being
|
|
|
|
|
|
#baseIntel
|
|
|
|
|
|
#abilityList |