Package marauroa.common.game

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


    //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);

    // Some items (range weapons, ammunition, missiles)
    // have a range.
    entity.addAttribute("range", Type.SHORT, Definition.HIDDEN);
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    // (a bottle, a piece of meat).
    entity.addAttribute("amount", Type.INT);

    // Some items (range weapons, ammunition, missiles)
    // have a range.
    entity.addAttribute("range", Type.SHORT, Definition.HIDDEN);

    // Some items(food) have regeneration
    entity.addAttribute("regen", Type.INT, Definition.HIDDEN);

    // Some items(food) have regeneration speed
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    // Some items (range weapons, ammunition, missiles)
    // have a range.
    entity.addAttribute("range", Type.SHORT, Definition.HIDDEN);

    // Some items(food) have regeneration
    entity.addAttribute("regen", Type.INT, Definition.HIDDEN);

    // Some items(food) have regeneration speed
    entity.addAttribute("frequency", Type.INT, Definition.HIDDEN);

    // Some items(Stackable) have quantity
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    // Some items(food) have regeneration
    entity.addAttribute("regen", Type.INT, Definition.HIDDEN);

    // Some items(food) have regeneration speed
    entity.addAttribute("frequency", Type.INT, Definition.HIDDEN);

    // Some items(Stackable) have quantity
    entity.addAttribute("quantity", Type.INT);

    // Some items (Stackable) have maximum quantity
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    // Some items(food) have regeneration speed
    entity.addAttribute("frequency", Type.INT, Definition.HIDDEN);

    // Some items(Stackable) have quantity
    entity.addAttribute("quantity", Type.INT);

    // Some items (Stackable) have maximum quantity
    entity.addAttribute("max_quantity", Type.INT, Definition.HIDDEN);

    // Some items have minimum level to prevent spoiling
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    // Some items(Stackable) have quantity
    entity.addAttribute("quantity", Type.INT);

    // Some items (Stackable) have maximum quantity
    entity.addAttribute("max_quantity", Type.INT, Definition.HIDDEN);

    // Some items have minimum level to prevent spoiling
    // the fun for new players
    entity.addAttribute("min_level", Type.INT, Definition.HIDDEN);
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    // Some items (Stackable) have maximum quantity
    entity.addAttribute("max_quantity", Type.INT, Definition.HIDDEN);

    // Some items have minimum level to prevent spoiling
    // the fun for new players
    entity.addAttribute("min_level", Type.INT, Definition.HIDDEN);

    // To store addAttributeitional info with an item
    entity.addAttribute("infostring", Type.STRING, Definition.HIDDEN);

    // Some items have individual values
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    // Some items have minimum level to prevent spoiling
    // the fun for new players
    entity.addAttribute("min_level", Type.INT, Definition.HIDDEN);

    // To store addAttributeitional info with an item
    entity.addAttribute("infostring", Type.STRING, Definition.HIDDEN);

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

    // Some items have lifesteal values
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    // To store addAttributeitional info with an item
    entity.addAttribute("infostring", Type.STRING, Definition.HIDDEN);

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

    // Some items have lifesteal values
    entity.addAttribute("lifesteal", Type.FLOAT, Definition.HIDDEN);

    // Some items are quest rewards that other players
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    // Some items have individual values
    entity.addAttribute("persistent", Type.SHORT, Definition.HIDDEN);

    // Some items have lifesteal values
    entity.addAttribute("lifesteal", Type.FLOAT, Definition.HIDDEN);

    // Some items are quest rewards that other players
    // don't deserve.
    entity.addAttribute("bound", Type.STRING, Definition.HIDDEN);
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