raylib-wasm-transpiler/client/types.h

62 lines
3.1 KiB
C
Raw Normal View History

typedef struct Vector3 {
float x; // x coordinate
float y; // y coordinate
float z; // z coordinate
} Vector3;
2024-05-29 20:47:19 -04:00
typedef struct Stats {
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.
2024-05-29 20:47:19 -04:00
} Stats;
typedef struct Skills {
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
2024-05-29 20:47:19 -04:00
} Skills;
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;
2024-05-29 20:47:19 -04:00
typedef struct Entity {
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
} Entity;
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;