An entity and spell system c++ godot engine module, for complex (optionally multiplayer) RPGs.
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2019-12-25 19:49:01 +01:00
atlases Added CharacterAtlas, and CharacterAtlasEntry. 2019-08-24 19:44:04 +02:00
autoloads Removed ESSPhysicsQuery, as it's no longer needed. 2019-12-12 18:57:00 +01:00
data Proper doc setup. 2019-12-25 14:08:01 +01:00
doc_classes Added a brief description for most of the classes. Started writing method documentaion for aura. 2019-12-25 19:41:19 +01:00
drag_and_drop Implemented Equipping. 2019-11-04 21:00:17 +01:00
entities Added a son_physics_process callback to spells, spell scripts can register for it in entities. 2019-12-12 16:44:43 +01:00
formations Work on AI. 2019-10-31 01:35:29 +01:00
infos Proper doc setup. 2019-12-25 14:08:01 +01:00
inventory Fixed sending item count changes to the client. Also added the stack_size_changed signal to ItemInstance. 2019-11-29 10:16:59 +01:00
loot Added the missing get_loot binding into LootDataBase. 2019-10-02 11:43:36 +02:00
pipelines Improved the design a bit, implemented serializing SpellDamageInfo, and SpellHealInfo. Also fixed a crash. 2019-10-29 18:12:15 +01:00
profile_manager Now entities have an action bar profile aswell. Also fixed small deserialization issues. 2019-10-14 19:49:40 +02:00
skeleton now the text_name properties use resource's resource_name property to store data. 2019-11-09 17:49:05 +01:00
ui Proper doc setup. 2019-12-25 14:08:01 +01:00
utility Property style cleanup, and added an entity name changed signal. 2019-09-17 15:35:03 +02:00
world_spells Basic bindings for WorldSpell, and WorldSpellData. 2019-12-10 12:19:48 +01:00
.gitignore Added a new CharacterSkeleton class. 2019-05-01 02:49:06 +02:00
config.py Proper doc setup. 2019-12-25 14:08:01 +01:00
config.pyc The bag is now scriptable. 2019-08-14 15:52:23 +02:00
entity_data_manager.cpp Basic bindings for WorldSpell, and WorldSpellData. 2019-12-10 12:19:48 +01:00
entity_data_manager.h Basic bindings for WorldSpell, and WorldSpellData. 2019-12-10 12:19:48 +01:00
entity_enums.cpp Added EntityResourceCostData, also more refactorings. 2019-11-30 21:04:35 +01:00
entity_enums.h Added EntityResourceCostData, also more refactorings. 2019-11-30 21:04:35 +01:00
item_enums.cpp Started implementing switchable equipment. 2019-10-24 22:06:47 +02:00
item_enums.h Refactored the way the server can open windows. Also they work with networking now. 2019-11-04 23:05:45 +01:00
LICENSE The module is using the MIT license now. 2019-11-21 22:53:52 +01:00
README.md Removed 2 warnings from the README, because they are no longer relevant. Also added link to the main game. Of course apis might still break but shouldn't be that bad anymore. 2019-12-25 14:28:07 +01:00
register_types.cpp Moved MeshDataResource to it's own module. This module will now detect it's presence. 2019-12-20 16:13:33 +01:00
register_types.h First Commit. 2019-04-20 14:02:55 +02:00
SCsub Moved MeshDataResource to it's own module. This module will now detect it's presence. 2019-12-20 16:13:33 +01:00
spell_enums.cpp Basic bindings for WorldSpell, and WorldSpellData. 2019-12-10 12:19:48 +01:00
spell_enums.h Little work on ESS Physics query. This class will be removed, because I found a better, and simpler solution. 2019-12-11 13:13:56 +01:00

Entity Spell System

An entity and spell system for the GODOT Engine.

The actual player, mob etc implementations are still in the main game's repository (https://github.com/Relintai/broken_seals). (As GDScript) Also there is a data editor addon for this module. The main game should have it.

This module have dependencies to some of my other engine modules, these will be made optional later, for now you will need to install them as well.

The main class that can be used for players/mobs is Entity. I ended up merging subclass functionality into it, because that way it gains a lot more utility, by sacrificing only a small amount of memory.

For example this way it is easy to make chests attack the player, or make spell that animate objects.

Spell is the class you need to create spells, it stores the data, and also it has the ability to be scripted.

Aura is also built the same way.

The module provides a huge number of script callbacks, usually as vmethods.

The main data class is EntityData. You will need this to properly initialize an entity.

The module can do multiplayer, but it's not finished, and at the moment not safe to use. It should mostly work though. Also it supports entity visibility. If you need rpcs that use this, use vrpc. (Implemented inside Entity).

Every variable is broken up into clientside, and serverside ones, when applicable. This makes it easy to develop games, that can also run locally, with less overhead. And simpler logic. E.g. this makes it easy to use the visibility system even on the server, because you just use the clientside variables, and the logic will work the same way.

Right now everything wokrs authoritatively, except for movement. FYI Movement is handled in GDScript int the game's repo right now. (I plan to implement authoritative movement later.)

Everything is called the remotesync way, but instead of remotesync, I have c++ macros, which sends the rpc, and then calls the given function directly aswell.

For usage check the main game's repo.

2D games

The modules uses 3D by default, however it can be compiled to work with 2D games, you need to add entities_2d=yes to your scons command.

For example

scons -j2 platform=x11 target=release_debug entities_2d=yes