Components

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Contents

Implemented Components

Components that are already implemented. COMPONENTS.png

General

This Component stores values that are used in every entity.

Fields

  • identifier
    • Stores the internal identifier that links the entity to a fife instance.
    • Will be automatically created for new entities.

Behaviour

This component stores values that are used for entity behaviour

Fields

  • behaviour_type
    • Determines what behaviour the entity will use
    • Valid values: Base, Moving, NonPlayer, Player

ChangeMap

Entities with this component can change the current active map

Fields

  • target_map
    • The map that will be changed to
  • target_position
    • The position the player will appear on after the map is loaded

CharacterStatistics

Stores the values of a character

Fields

  • gender
  • picture
  • age
  • origin
  • primary_stats
  • secondary_stats
  • traits

Containable

Component that allows an entity to be contained by Container entity.

Fields

  • bulk
  • weight
  • item_type
  • image
  • container
  • slot

Container

Component that allows an entity to contain one or more child entities. (In classical text-based RPGs this is often called an inventory. A container can be within another container, for instance, a bag filled with gold coins can be stored in a backpack, which is worn by a character.)

Fields

  • children
  • max_bulk

Description

Component that stores the description of an object.

Fields

  • view_name
  • real_name
  • desc

Dialogue

Component that stores the dialogue.

Fields

  • dialogue

Equip

Component that stores the equipment (what is being worn/wielded).

Fields

  • head
  • neck
  • body
  • belt
  • leg
  • feet
  • l_arm
  • r_arm

Equipable

Component that stores the data for an entity that can be equipped.

Fields

  • possible_slots
  • wearer
  • in_slot

Note: An Entity that has the Equipable component is assumed to also have a Containable component.

FifeAgent

Component that stores the values for a fife agent

Fields

  • layer
    • Will be automatically set and NOT saved in a savegame
  • behaviour
    • Will be automatically set and NOT saved in a savegame


Graphics

Component that stores the values for the graphical representation

Fields

  • gfx

Lockable

Component that stores the data of a lock

Fields

  • closed
  • locked

Usable

Component that stores data about the actions that an object can do.

Fields

  • actions

Proposed Components

Add proposals for Components here.

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