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typedef struct Vector3 {
float x ; // x coordinate
float y ; // y coordinate
float z ; // z coordinate
} Vector3 ;
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typedef struct Stats {
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unsigned char Strength ; // Physical attack damage + Equipment Load
unsigned char Endurance ; // HP + Dmg mitigation for physical damage, how much stamina you have
unsigned char Intelligence ; // Use/build steampunk gadgets + be able to read specific logical papers
unsigned char Wisdom ; // Number of magic / special attack / skills you can remember at one time.
unsigned char Charisma ; // how good you can talk, persuade, etc.
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} Stats ;
typedef struct Skills {
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unsigned char Artisan ; // Crafting, visual arts, etc.
unsigned char Culinary ; // cooking, baking, brewing,
unsigned char Ranged ; // using guns/cannons, bows, etc.
unsigned char Melee ; // using swords, hammers, pole-arms etc.
unsigned char Acrobatics ; // being able to contort, move, dodge, etc.
unsigned char Prestidigitation ; // skullduggery, lock-picking, deceiving, slight of hand
unsigned char Engineering ; // creating and using contraptions, building houses
unsigned char Metalworking ; // obvious, but in this you can also use automatic stuff
unsigned char Language ; // ability to read/write a specific language
unsigned char Medicine ; // healing hp, getting rid of diseases, etc.
unsigned char Alchemy ; // Creating potions, creating alloys, creating chemicals, component based 'magic'
unsigned char Fishing ; // collecting fish
unsigned char Mining ; // collecting ore
unsigned char Survival ; // woodcutting, fire-making, hunting, collecting herbs, etc.
unsigned char Gardening ; // growing plants, herbs, etc.
unsigned char History ; // will give more information when examining some objects
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} Skills ;
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typedef struct DerivedStats {
unsigned char Hitpoints ; // how many hits you can take, if it reaches 0 you ded!
unsigned char Stamina ; // How many strenuous actions you can take, i.e. swinging a hammer, attacking, fishing, etc.
unsigned char Perception ; // being able to observe some objects
unsigned char Luck ; // Get better probability rolls for things that matter for rolls
unsigned char Stealth ; // Probability of being discovered when hiding
unsigned char Attractiveness ; // based on your character you make in the creator. more attractive will have better outcomes with aristocracy and more 'ugly' will have better outcomes with working class.
unsigned char Affluence ; // same as attractiveness but can change with money
char Holyness ; // how attuned to the vision of Eru
} DerivedStats ;
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typedef struct Entity {
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char Name [ 24 ] ; // Name of the entity
Vector3 Vector3 ; // Vector3 of the entity in space
Stats Stats ; // Base stats
DerivedStats DerivedStats ; // Stats that are derived from skills and base stats
Skills Skills ; // Stuff that your character can do
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} Entity ;
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typedef struct Item {
char Name [ 24 ] ; // Name of the item
int BaseValue ; // Default starting value of the item
} Item ;
typedef struct Phenomenon {
char Name [ 64 ] ; // Name of the phenomenon
} Phenomenon ;