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Add the missing section headers to the readme. I'll finish them in the next few days. Also link the roguelike project.
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README.md
64
README.md
@ -46,6 +46,18 @@ develop games that can also run locally, with less overhead and simpler logic.
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E.g. this makes it easy to use the visibility system even when you play locally on the server, because you just use the clientside variables,
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E.g. this makes it easy to use the visibility system even when you play locally on the server, because you just use the clientside variables,
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and your logic will work the same way.
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and your logic will work the same way.
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## Settings
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## Singletons
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## Enums
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### Customizable enums
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## ResourceDB
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### ResourceDB Classes
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## Entity
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## Entity
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This is the main class that can be used for players/mobs/npcs and also other things like chests.
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This is the main class that can be used for players/mobs/npcs and also other things like chests.
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@ -54,6 +66,12 @@ I ended up merging subclass functionality into it, because
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that way it gains a lot more utility, by sacrificing only a small amount of memory.
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that way it gains a lot more utility, by sacrificing only a small amount of memory.
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For example this way it is easy to make chests attack the player, or make spell that animate objects.
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For example this way it is easy to make chests attack the player, or make spell that animate objects.
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## Entity Body
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model index
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### EntitySkeleton
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### Spawning
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### Spawning
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Since spawning (= creating) entities is entirely dependant on the type of game you are making, ESS cannot do
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Since spawning (= creating) entities is entirely dependant on the type of game you are making, ESS cannot do
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@ -80,12 +98,18 @@ It stores everything an entity needs.
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In order to spawn an entity you need it.
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In order to spawn an entity you need it.
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### Vendors
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#### Limited vendor inventory items
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### AI
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### AI
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You can implement ai by extending `EntityAI`, and then assigning it to an EntityData.
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You can implement ai by extending `EntityAI`, and then assigning it to an EntityData.
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When an `Entity` gets spawned it will create a copy for itself, so you can safely use class variables.
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When an `Entity` gets spawned it will create a copy for itself, so you can safely use class variables.
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### Pets
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### Bags
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### Bags
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Stores item. See `Bag`. It has aquite a few virtual methods, you should be able to implement most inventory types
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Stores item. See `Bag`. It has aquite a few virtual methods, you should be able to implement most inventory types
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@ -95,6 +119,16 @@ Entity will send these over the network.
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Also Entities have a target bag property. For example this makes vendors easily implementable.
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Also Entities have a target bag property. For example this makes vendors easily implementable.
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### SpeciesInstance
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### CharacterSkeletons
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#### Visuals
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#### Attachments
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#### ItemVisuals
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### VRPCs
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### VRPCs
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Entities has a networked visibility system. The method itself is called `vrpc`, it works the same way as normal rpcs.
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Entities has a networked visibility system. The method itself is called `vrpc`, it works the same way as normal rpcs.
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@ -106,6 +140,8 @@ Spell is the class you need to create spells, it stores the data, and also it ha
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Aura is also built the same way as spells.
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Aura is also built the same way as spells.
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### Talents
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### Infos / Pipelines
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### Infos / Pipelines
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SpellCastInfo
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SpellCastInfo
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@ -121,15 +157,30 @@ SpellDamageInfo, SpellHealInfo
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These are used in the damage and heal calculation. For example these can be used to implement immunities, or absorb effects
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These are used in the damage and heal calculation. For example these can be used to implement immunities, or absorb effects
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by modifying their damage values in aura callbacks.
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by modifying their damage values in aura callbacks.
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### Projectiles
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## Items
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### Loot
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## XP
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After you set
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## Profiles
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## Examples
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## Examples
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Eventually I'll create a separate repository with a few examples/demos, but for now you can check the game
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Eventually I'll create a separate repository with a few examples/demos, but for now you can check the game
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I've been working on for examples.
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I've been working on for examples.
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For 3d:
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3d:
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https://github.com/Relintai/broken_seals.git
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https://github.com/Relintai/broken_seals.git
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For 2d:
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2d turn based:
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https://github.com/Relintai/broken_seals_roguelike
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2d:
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https://github.com/Relintai/broken_seals_2d.git
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https://github.com/Relintai/broken_seals_2d.git
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## Compiling
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## Compiling
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@ -164,12 +215,3 @@ If you want Godot 4.0:
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For example:
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For example:
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```scons p=x11 t=release_debug tools=yes```
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```scons p=x11 t=release_debug tools=yes```
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## TODO
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Add to readme:
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Loot, Species, cds, categ cds, items (crafting etc), Xp,
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levelling, Stats, drag and drop, talents, vendors, Skills,
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Profiles, Projectiles, Singletons, Skeleton,
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Global enums
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resourcedb
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