Package marauroa.common.game

Examples of marauroa.common.game.RPClass.addAttribute()


    // subclass: long sword/leather/armor/...
    rpclass.addAttribute("subclass", Type.STRING);

    // name of item: gold_source
    rpclass.addAttribute("name", Type.STRING);

    // menu (Make a wish,use)
    rpclass.addAttribute("menu", Type.STRING);

    // state (row in sprite image)
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    // name of item: gold_source
    rpclass.addAttribute("name", Type.STRING);

    // menu (Make a wish,use)
    rpclass.addAttribute("menu", Type.STRING);

    // state (row in sprite image)
    rpclass.addAttribute("state", Type.INT);
  }
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    // menu (Make a wish,use)
    rpclass.addAttribute("menu", Type.STRING);

    // state (row in sprite image)
    rpclass.addAttribute("state", Type.INT);
  }

  /**
   * gets the current state
   *
 
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  public static void generateRPClass() {
    final RPClass entity = new RPClass("item");
    entity.isA("entity");

    // class, sword/armor/...
    entity.addAttribute("class", Type.STRING);

    // subclass, long sword/leather/armor/...
    entity.addAttribute("subclass", Type.STRING);

    // name of item (ie 'Kings Sword')
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    // class, sword/armor/...
    entity.addAttribute("class", Type.STRING);

    // subclass, long sword/leather/armor/...
    entity.addAttribute("subclass", Type.STRING);

    // name of item (ie 'Kings Sword')
    entity.addAttribute("name", Type.STRING);

    // Some items have attack values
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    // subclass, long sword/leather/armor/...
    entity.addAttribute("subclass", Type.STRING);

    // name of item (ie 'Kings Sword')
    entity.addAttribute("name", Type.STRING);

    // Some items have attack values
    entity.addAttribute("atk", Type.SHORT, Definition.HIDDEN);

    // Some items indicate how often you can attack.
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    // name of item (ie 'Kings Sword')
    entity.addAttribute("name", Type.STRING);

    // Some items have attack values
    entity.addAttribute("atk", Type.SHORT, Definition.HIDDEN);

    // Some items indicate how often you can attack.
    entity.addAttribute("rate", Type.SHORT, Definition.HIDDEN);

    // Some items have defense values
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    // Some items have attack values
    entity.addAttribute("atk", Type.SHORT, Definition.HIDDEN);

    // Some items indicate how often you can attack.
    entity.addAttribute("rate", Type.SHORT, Definition.HIDDEN);

    // Some items have defense values
    entity.addAttribute("def", Type.SHORT, Definition.HIDDEN);
   
    //Some items can be damaged in combat or during use. This rises the degree of deterioration
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    // Some items indicate how often you can attack.
    entity.addAttribute("rate", Type.SHORT, Definition.HIDDEN);

    // Some items have defense values
    entity.addAttribute("def", Type.SHORT, Definition.HIDDEN);
   
    //Some items can be damaged in combat or during use. This rises the degree of deterioration
    entity.addAttribute("deterioration", Type.INT, (byte) (Definition.HIDDEN | Definition.VOLATILE));

    // Some items(food) have amount of something
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    // Some items have defense values
    entity.addAttribute("def", Type.SHORT, Definition.HIDDEN);
   
    //Some items can be damaged in combat or during use. This rises the degree of deterioration
    entity.addAttribute("deterioration", Type.INT, (byte) (Definition.HIDDEN | Definition.VOLATILE));

    // Some items(food) have amount of something
    // (a bottle, a piece of meat).
    entity.addAttribute("amount", Type.INT);
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