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