Redone collision detection. FIXME: Jump to teleport to ceiling (erratic behaviour on negative facing), nameset in CSV, documentation for RAWs, unicode punctuations in font, environmental colour overlaying (mux) in MapDrawer, actor luminosity is now actorvalue, camera now will center to center of the player, test tile remove and place,

Former-commit-id: 890f8a703f9f9f5a6b6a7c26b2f5d9928d63cf40
Former-commit-id: 9b9d5afd32871cc791d525ff2aafe693205d8c54
This commit is contained in:
Song Minjae
2016-02-29 23:44:39 +09:00
parent f78f8e2306
commit ef44aae418
82 changed files with 1196 additions and 1289 deletions

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@@ -7,7 +7,7 @@
"strength" : 1000,
"strengthvariable" : [100,100,100,100,100,100,100],
"accel" : 0.2,
"accel" : 0.32,
"speed" : 3.0,
"speedvariable" : [100,100,100,100,100,100,100],
@@ -18,15 +18,13 @@
"scale" : 1,
"scalevariable" : [100,100,100,100,100,100,100],
"speed" : 2.0,
"speedvariable" : [100,100,100,100,100,100,100],
"physiquemult" : [100,100,100,100,100,100,100],
"encumbrance" : 1000,
"basedefence" : "work in progress",
"toolsize" : 15,
"intelligent" : true
}

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@@ -0,0 +1,29 @@
Creature raw documentation
== string values ==
racename(plural) : Racename token in language CSV
baseheight : base height for hitbox. [px] (24 px == 1 metre)
basemass : base mass for creature. [kg]
== number values ==
strength : strength value, no significant unit is given. The value for regular human is fixed to 1 000.
accel : acceleration for walking. [px / TARGET_FPS^2]
speed : walk speed. [px / TARGET_FPS]
jumppower : self-explanatory. [-px / TARGET_FPS^2]
scale : creature body scale. Mass/strength/accel/etc. will be changed accordingly, hence the prefix “base” for some raw tokens.
-variable : variability factor. [array of percentiles]
physiquemult : variable scale. Used for wild creatures ONLY.
encumbrance : capacity of carrying. [kg]
basedefence : base defence value of body. Sterner body material == higher value
toolsize : base tool size for the creature. See MECHANICS file for more information.
== boolean values ==
intelligent : can speak and talk.

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@@ -2,7 +2,7 @@
"factionname" : "player",
"factionamicable" : ["follower"],
"factionneutral" : [],
"factionneutral" : ["controlledvillager"],
"factionhostile" : ["wildlifehostile"],
"factionfearful" : ["wildlifeflee"]
}

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@@ -0,0 +1,8 @@
{
"factionname" : "wildhamlet_template",
"factionamicable" : [],
"factionneutral" : ["player", "thisvillager", "thiscontroller"],
"factionhostile" : [],
"factionfearful" : []
}

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@@ -1,3 +1,5 @@
Faction documentation
{
"factionname" : "player",
@@ -10,12 +12,12 @@
factionname : Identifier of the faction data
factionamicable : Amicable faction. Players can give/take items of actors of this faction, in plus
to the ability of trading. Assigned actors (usually follower) will follow players
to the ability of barter. Assigned actors (usually follower) will follow players
in game.
factionneutral : Explicit neutrality. If the assigned actor is intelligent (NPC AV), players can
trade with them. Unassigned faction will be treated like neutral, but players can
not make any trade with them.
barter with them. Unassigned faction will be treated like neutral, but players
cannot barter with them.
factionhostile : Assigned faction will attack players on the sight. e.g. 'wildlifehostile'

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@@ -1,17 +1,17 @@
# An adjacency matrix of religion sphere relationship
# 0: neutral, 1: amicable (welcoming), -1: hostile (will not barter == explicit neutrality)
# 0: neutral, 1: amicable (welcoming), -1: hostile (will not barter, like 'unassigned' neutral)
# -2: enemy (this is the holy war! WAAAGH!!)
# war: WAAAGH!!
# randomness: All hail the Random Number God!
# strength: tranees; disciplinants
# brute: mostly "brute" wild mobs, or spheres that fond of bruteness
# brute: mostly "brute" wild mobs, or spheres that is fond of brute-ness
"↓from to→";"strength";"harmony";"war";"randomness";"wealth";"brute";"helix"
"strength" ; "1"; "1"; "-1"; "0"; "0"; "-1"
"harmony" ; "0"; "1"; "-1"; "-1"; "0"; "0"
"war" ; "-2"; "-2"; "1"; "-2"; "-2"; "-2"
"randomness"; "0"; "0"; "0"; "1"; "0"; "0"
"strength" ; "1"; "1"; "0"; "0"; "0"; "0"; "0"
"harmony" ; "0"; "1"; "-1"; "0"; "0"; "0"; "0"
"war" ; "-2"; "-2"; "1"; "-2"; "-2"; "-2"; "0"
"randomness"; "0"; "0"; "0"; "1"; "0"; "0"; "0"
"wealth" ;
"brute" ;
"brute" ; "0"; "0"; "-1"; "0"; "0"; "-1"; "0"
"helix" ;
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