Difference between revisions of "RPG"
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* [[RPG_cutscene|Cutscenes]] | * [[RPG_cutscene|Cutscenes]] | ||
* [[RPG gui|GUIs]] | * [[RPG gui|GUIs]] | ||
+ | * [[RPG todo|todo]] | ||
* [[RPG tutorial|Tutorial]] | * [[RPG tutorial|Tutorial]] | ||
=Tutorials= | =Tutorials= |
Revision as of 03:39, 28 October 2010
WARNING: The following information is based on the current development version and as such may not accurately represent the version included in the current release
How things work
The creator would define everything from scripts, particle effects, status effects, to character and item templates. Nearly everything in the game world can be assigned a script, which define actions to execute under certain conditions. It is not possible to remove any definitions
Cutscenes: Cutscenes consist of directives that execute over a certain amount of time with the option to spawn additional directives. See the Cutscene page for more information
Maps: All map related information is stored in a hashtable. This information consists of objects, projectiles, blips, areaeffects and queued scripts. The queued scripts are executed when a map is loaded, and would normally consist of teleportation and spawn directives.
Items: Items spawn with a number pointing to their template. This means that altering the template would alter all the items using it.
Characters: The template is transfered onto characters and creatures. This means that two objects using the same template may not be the same. If the template is altered, only new creatures are affected by it.
Savegames: Savegames store EVERYTHING. This means all the templates, all the definitions, and everything that's present. The exceptions consist of some state information such duration of game, whether or not creatures are moving/attacking, aliases and cutscenes.