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Action Management ~ Action Types
This Wiki explains the different actions available and how the actions are split into different types. Additionally, some actions have synonyms that ultimately perform the same action.
action_structs.h
actionmanagement.h
actionmanagement.c
Kind 1 actions are actions that are performed on an item. For example, eat item.
Kind 1 actions:
- OPEN
- CLOSE
- PUSH
- PULL
- TURNON
- TURNOFF
- TAKE
- PICKUP
- DROP
- CONSUME
- USE
- DRINK
- EAT
Kind 1 synonyms:
- pickup is equivalent to take
- use, eat, and drink are equivalent to consume
Kind 2 actions are actions that are performed on a path. For example, walk path.
Kind 2 actions:
- GO
- WALK
Kind 3 actions are actions that are performed with one item and on another item. For example, knife use_on apple.
Kind 3 actions:
- USE_ON
- PUT
Kind 4 actions are actions that are performed on a player in order to view one of their attributes. For example, view stats.
Kind 4 actions:
- VIEW
The attributes that can be viewed:
- stats
- effects
- inventory * show every item in the inventory
- inventory "item" * show the long description of a single item
- skills
- quests * to view all quests
- quest "quest name" * to view an individual quest
- task
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Action Management
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Battles
- Design Document
- Text Based Combat in Other Games
- User Stories
- Wishlist
- Battle Planning 2022
- Battle User Stories Review 2022
- Structs in Other Modules Related to Battles 2022
- Stat Changes Design Document
- Run Function Design Document
- CLI Integration Design Document
- Move Changes Design Document
- Unstubbing Stubs Design Document
- Battle Items and Equipment Design Document
- Battle Item Stats
- Battles Demo Design Document
- Battles Testing Moves, Items, and Equipment Design Document
- Sound integration with battle (design document)
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Custom Actions
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Custom Scripts
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DSL
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CLI
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Enhanced CLI
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Game-State
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Graphics
- Design Plan
- Design document for integrating split screen graphics with chiventure
- GDL (Graphical Description Language)
- Graphics Sandbox
- Design Document for NPC Graphics and Dialogue
- Feature Wishlist (Spring 2021)
- Installing and Building raylib on a VM
- LibSDL Research
- Module Interactions
- Working with Raylib and SSH
- raylib
- GDL
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Linking the Libzip and Json C to chiventure on CSIL machines
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Lua
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NPC
- Dependencies: Player class, Open world, Battle
- Action Documentation
- Design Document for NPC Generation in Openworld
- Design and Planning
- Establishing Dependencies
- Implementation of Custom Scripts
- Independent Feature: NPC Movement Design Document
- Player Interaction Design and Planning
- Dialogue
- Design Document for NPC Dialogue and Action Implementation
- Loading NPCs from WDL Files
- NPC Battle Integration Design Document
- NPC Battle Integration Changes Design Document
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Open World
- Autogeneration and Game State
- Deciding an integration approach
- Designing approach for static integration into chiventure
- Feature Wishlist
- Generation Module Design layout
- Potential connections to the rest of chiventure
- Single Room Generation Module Design
- Source Document
- User Stories
- World Generation Algorithm Plan
- Loading OpenWorld Attribute from WDL
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Player Class
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Player
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Quests
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Rooms
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Skill Trees
- Avoiding soft locks in skill tree integration
- Components of Exemplary Skill Trees
- Design Document and Interface Guide
- Environment interactions based on skill characteristics
- Integrating complex skill (combined, random, sequential, etc.) implementation
- Integration of a Leveling System
- Potential Integration with existing WDL
- Research on game balancing in regards to skill trees
- Research on skill tree support in modern day game engines
- SkillTree Wiki Summary
- Skilltree "effect" implementation and roadmap
- Summary of md doc file for skilltrees
- Design ideas in connection to other features
- Summary of Skill Tree Integration 2022
- The Difficulty of the Reading the World
- Complex Skills Summary
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Sound
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Stats
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WDL