Update Change log
149
Change-log.md
149
Change-log.md
@@ -1 +1,148 @@
|
||||
0.0.1 CHANGELOG:
|
||||
CHANGELOG:
|
||||
|
||||
|
||||
PRERELASE: 0.0.1
|
||||
ADD/CHANGE LOG:
|
||||
|
||||
*ADDED >struct PlayerStat >> can define Health, Player Damage, Defense
|
||||
|
||||
*ADDED >Struct Player >> defined as a barebone rectangle
|
||||
|
||||
*ADDED > typedef float Moral
|
||||
|
||||
*ADDED > typedef int Level
|
||||
|
||||
*ADDED > typedef float XP
|
||||
|
||||
*ADDED > typedef float Money
|
||||
|
||||
*ADDED > typedef struct PlayerData >>
|
||||
|
||||
added under PlayerData:
|
||||
|
||||
float Speed,
|
||||
|
||||
float SprintSpeed,
|
||||
|
||||
float CrawlSpeed,
|
||||
|
||||
float CrouchSpeed,
|
||||
|
||||
float JumpHeight,
|
||||
|
||||
//--
|
||||
|
||||
Player status effects
|
||||
|
||||
--//
|
||||
|
||||
typedef bool IsStanding; //is the player standing
|
||||
|
||||
typedef bool IsCrouching; //is the player crouched
|
||||
|
||||
typedef bool IsCrawling; //is the player crawling
|
||||
|
||||
typedef bool IsWet; //is the player Wet
|
||||
|
||||
typedef bool IsDry; //Is the player dry
|
||||
|
||||
typedef bool IsBurning; //is the player burning
|
||||
|
||||
typedef bool Isinteracting; //is the player interacting with something
|
||||
|
||||
typedef bool IsBleeding; //is the player bleeding?
|
||||
|
||||
typedef float BurnDamage; //Amount of damage burning inflicts
|
||||
|
||||
typedef int BurnTime; PART A FOR BURNING CALC
|
||||
|
||||
typedef int BurnTick; PART B FOR BURNING CALC
|
||||
|
||||
typedef bool OnFire; PART C FOR BURNING CALC
|
||||
|
||||
typedef float BleedDamage; //Damage inflicted when bleeding
|
||||
|
||||
typedef int BleedTick; //how long bleeding will last
|
||||
|
||||
typedef float FreezeDamage; //Freezing damage
|
||||
|
||||
typedef int FreezeTime; //how long till you freeze
|
||||
|
||||
typedef bool IsBagOpen; //is the bag/inv open
|
||||
|
||||
//-- ITEM ID --\\\
|
||||
typedef struct ItemID
|
||||
|
||||
int IDNUMBER; //id number for an item
|
||||
|
||||
int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT
|
||||
|
||||
//--- PLAYERLIMBS --\\\
|
||||
|
||||
float HeadHP; //player Head limb health
|
||||
|
||||
float TorsoHP; //Player Torso Health
|
||||
|
||||
float ArmRightHP; //Player Arm Right Health
|
||||
|
||||
float ArmLeftHP; //Player Arm Left Health
|
||||
|
||||
float PelvisHP; //Player Pelvis Health
|
||||
|
||||
float LegLeftHP; //Player Leg Left health
|
||||
|
||||
float LegRightHP; //Player Leg Right Health
|
||||
|
||||
//--- EnemyPosition --\\\
|
||||
|
||||
int x; //Enemy x pos
|
||||
|
||||
int y; //Enemy y Pos
|
||||
|
||||
int width; //Enemy width
|
||||
|
||||
int height; //Enemy Height;
|
||||
|
||||
//--- ENEMYSTAT ---\\\
|
||||
|
||||
float Health; //amount of health the enemy has / health stat / hp
|
||||
|
||||
float Attack; //Amount of damage the enemy does
|
||||
|
||||
float Defense; //Amount of damage resisted
|
||||
|
||||
float Speed; //Enemy movement speed
|
||||
|
||||
float XpDropped; //Xp dropped on death
|
||||
|
||||
//----\\
|
||||
|
||||
Typedef bool CanBurn; //Can the enemy burn the player or objects
|
||||
|
||||
typedef bool CanBleed; //can the enemy inflict bleeding
|
||||
|
||||
typedef bool CanWet; //Can the enemy make things wet...
|
||||
|
||||
typedef bool IsRendered; //is enemy rendered
|
||||
|
||||
typedef bool IsHit; //is enemy hit
|
||||
|
||||
//--- OBJECT STATUS ---\\\
|
||||
|
||||
typedef bool IsLiquid; //is object a liquid
|
||||
|
||||
typedef bool IsSolid; //is object a solid
|
||||
|
||||
typedef bool IsAir; //is object air/can phase through
|
||||
|
||||
typedef bool IsHot; //is object able to inflict burn damage
|
||||
|
||||
typedef bool IsCold; //is Object cold
|
||||
|
||||
typedef bool IsWet; //is object wet
|
||||
|
||||
typedef bool IsDry; //is object dry, for whatever purpose
|
||||
|
||||
typedef bool IsSharp; //is object able to inflict bleed
|
||||
|
||||
typedef bool IsMoving; //is object moving
|
||||
Reference in New Issue
Block a user