Object Classes And Records:
// This File Lists all the Record information for the Elements used in the Game
// Elements are the objects in the game, each will have a list of attributes associated with
// them that dictate how they react to the user, and to other elements in the game
Basic Element TYPES:
NPC : TYPE // Non Playable Character. The other people in the game besides the player
can ocationally join the player
Monster : Type // The enemy characters that the user will have to defeat
// Other base objects will be added later, (ie, buildings, trees, ect…)
NPC : TYPE Record Array
CharacterName : The name of the NPC, used for interaction between user and NPC,
generated from a list
CharacterAge : The age, in years of the character
CharacterPower : used for battle computations when NPC is fighting with a Monster
CharacterHP : When reduced to zero, NPC is dead
CharacterJob : The basic behavior routine for the NPC, will dictade how he acts
CharacteModle : The save file of the character modle, will be of type .x, .3ds, or .mdl
CharacterWeapon : Used for battle computations
Monster : TYPE Record Array
MonsterType : what is it, a sqwirl, or an ogre? Will dictate behavior
MonsterClass : A,B,C…. soforth, will dictate NPC reaction, (ie run from class C, kill
class A, ignore class b)
MonsterHP : When Reduced to zero, monster is dead
MonsterModle : the .x, .3ds, or .mdl file of the creature
Job : TYPE Record Array // The record array for determining NPC behabvior
Behavior : List of Behavior elements, how NPC Reacts to different situations
MeasageStream : The Diologue Tree that is accessed when the user activates the talk to
aspect of the NPC
Behavior : TYPE
A list of behavior Attributes for selected element TYPE
Action1 : Action : TYPE
.
.
.
ActionN : Action : Type
Action : TYPE
action : the action performed (a .cpp, or .obj file that tells the computer what the element
is doing, and the rendering softwear what to render, this is were the AI code goes)
object : a single element, or list of elements on whitch to perform the action,
bool ; a Boolean operator, used to suppress dormant traits (1 or 0) and bring out active
ones, can switch as game progresses
actions:
Attack : The element will approach the selected object, and procede to "attack" it.
Run : The element will avoid the selected object by moving away from it
Talk : the activation of the talk to function, used only for NPC's
Assist : The element will follow the selected object and defend object, as well as follow
orders from object, not limited to NPC-User interaction
Collect : The element will "pick up" the selected object
Walk : a designated path, or point to which the element will follow/move to
Wait: The element remains in current Location (No object listing needed)
// other actions will be added as development procedes
List of Elements, and their records:
NPC's
(Hunter Template Follows)(all values Initialized)
ElementName: HunterN
ElementType; NPC : TYPE
CharacterName: (Randomly selected from a list)
CharacterAge: (Randomly selected, between 20-30)
CharacterPower: (Determined by D&D Rules)
CharacterHP: (Determined by D&D Rules)
CharacterJob ; Hunter : TYPE
CharacterModle: (insert Modle name here)
CharacterWeapon: (Randomly selected from a list)
Behavior; HunterBehavior : TYPE
MeasageStream: (insert name of text file containing diologue tree for the hunter)
Action1: Attack Monster.Class=A 1
Action2: Attack Monster.Class=B 1
Action3: Run Monster.Class=C 1
Action4: Attack Player 0
Action5: Talk Player 0
Action6: Assist Player 0
Action7: Assist Hunter 1
Action8: Walk Path## 1
Action9: Walk Point(##,##) 0
Action10: Wait 0
(Town Guard Template Follows)
ElementName: GaurdN
ElementType; NPC : TYPE
CharacterName: (Randomly selected from a list)
CharacterAge: (Randomly selected, between 20-30)
CharacterPower: (Determined by D&D Rules)
CharacterHP: (Determined by D&D Rules)
CharacterJob ; Gaurd : TYPE
CharacterModle: (insert Modle name here)
CharacterWeapon: (Randomly selected from a list)
Behavior; GaurdBehavior : TYPE
MeasageStream: (insert name of text file containing diologue tree for the Gaurd)
Action1: Attack MonsterClassListA 1
Action2: Attack MonsterClassListB 1
Action3: Attack MonsterClassListC 1
Action4: Attack Player 0
Action5: Talk Player 0
Action6: Assist Player 0
Action7: Assist Guard 1
Action8: Walk point(##,##) 0
Action9: Walk Path### 0
Action10: Wait 1
(Villager Template Follows)
ElementName: VillagerN
ElementType; NPC : TYPE
CharacterName: (Randomly selected from a list)
CharacterAge: (Randomly selected, between 20-30)
CharacterPower: (Determined by D&D Rules)
CharacterHP: (Determined by D&D Rules)
CharacterJob ; Villager : TYPE
CharacterModle: (insert Modle name here)
CharacterWeapon: (Not Used)
Behavior; HunterBehavior : TYPE
MeasageStream: (insert name of text file containing diologue tree for the Villager)
Action1: Run MonsterClassListA 1
Action2: Run MonsterClassListB 1
Action3: Run MonsterClassListC 1
Action4: Attack Player 0
Action5: Talk Player 0
Action6: Assist Player 0
Action7: Walk Path## 1
Action8: Walk Point(#,#) 0
Action9: Wait 0
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