Dokumentation zu: living(STD)

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OBJECT
  living 


SYNOPSIS
  inherit "std/living";

  #include <properties.h>
  #include <living.h>


DESCRIPTION
  This is the generic living object which 'lives', can move,
  can fight.

  It has a number of 'stats', also called 'attributes' in
  the new system. These include the former stats 
  strength, dexterity, intelligence and constitution.
  These attributes determine the life functions and
  variables like hitpoints and spellpoints, but also the
  ability to perform certain actions like spellcasting or
  swordfighting. Attributs are implemented as a property
  P_ATTRIBUTES. Attributes can be set by using the functions

  SetAttribute(string attribute, int value)
    Sets <attribute> to <value>. Certain restrictions might
    exist, and the requested attribute might not be set.
    Attributes are integer values, and are in the range
    of 1 (very bad) to 20 (excellent and highest possible
    for a normal human).

  int QueryAttribute(string attribute)
    Returns value of <attribute>

  Abilities. A living creature may have special abilities
  to perform certain actions. These may be very different
  types of actions, like fighting with a sword, casting
  a fireball or climbing up a tree. Abilities are
  implemented as the P_ABILITIES property. An ability may
  be accompanied by an object which may define special
  actions and which uses the values of P_ABILITES, for 
  example a spellbook will store spell levels there or
  a weapon uses a weapon ability (skill). The abilities
  can be manipulated:

  SetAbility(string ability, int value)
    Sets <ability> to <value>.

  int QueryAbility(string ability)
    Ask the value of <ability>.

  Equipment. Weaponclass and armourclass are defined. Unless
  a weapon is used, the wc is 0. Unless an armour is used,
  the ac is 0. (P_WC and P_AC)

  Live variables. A living creature has several needs just
  because it is alive. The complex life functions are
  reducced to some crucial factors.

  P_HP
    These are mainly determined by the constitution and give
    the ability of the body to absorb damage. If the
    hitpoints go below zero, the creature is dead.

  P_SP
    Spellpoints (sometimes called mana) describe the magical
    (spiritual) capability of the creature. It is mainly
    determined by Intelligence and Wisdom. It is up to the
    creature how good it uses the spellpoint resource.
    Spellpoints will go down when supernatural actions are
    performed by the creature.

  P_MAX_SP, P_MAX_HP
    Readonly variable which are computed from attributes.

  P_FOOD, P_DRINK, P_ALCOHOL, (P_POISON)
    These three variables describe hunger, thirst and
    intoxication by alcohol. The max is dependent on the
    constitution of the living, and of the weight.
    These variables automatically decrease with time.
    When food or drink goes below zero, the creature
    suffers hunger or thirst and will lose hitpoints.

  P_MAX_FOOD, P_MAX_DRINK, P_MAX_ALCOHOL
    Readonly variables which are computed from attributes.

  P_WEIGHT, P_SIZE
    These variables describe the physical proportions of
    the creatures body. Both variables are standard properties
    and are also used in normal objects.

  P_MAX_WEIGHT 
    This is a readonly variable which describes how much
    a living creature may carry around.

  P_GENDER
    This is obvious. Gender may be MALE, FEMALE or NEUTER,
    as defined in <living.h>. Player gender may be only
    MALE or FEMALE.

  P_RACE
    A string which defines the race.

  P_ALIGNMENT
    The alignment of the living, ranging frO

  P_AGE
    The age of the living creature in seconds
  
  P_WEAPON
    Die Waffe, die gezueckt ist, sonst 0.

INHERITANCE TREE
  living
    |-thing/moving
    |-thing/properties
    `-thing/description


SEE ALSO
  properties(C), units(C)


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