Releases: openrpg/OpenRpg
Release 0.43.x006
Merge pull request #23 from openrpg/spike/rx-split-for-advice-engine Separated out the Rx specific portion from AdviceEngine
Release 0.43.x005
Update README.md
Release 0.43.x004
Merge pull request #21 from 001hao/master Fix: Correct ClassRequirement logic in DefaultCharacterRequirementChecker
Release 0.43.x003
Merge pull request #20 from openrpg/bug/attempt-equip-failing Added fix for equipment extension bug
Updating Abilities and AttackGenerators
This change mainly improves use cases for abilities and also makes the IAttackGenerator able to generate attacks for character based on all attack stats as per previous version, a new overload for passing in an ability to use, and one where you are given an existing damage type and need to augment that.
As part of this we have also brought in critical attacks to be a key part of the process as well as basic attack variance to add some randomness to the ouputs, although you can make your own versions if you want a more complex/simpler system.
Minor refresh of Stats and Effects at Genre level
While this is mainly a minor refresh in terms of functionality and changes, it has a wider impact due to part of the work expanding the default keys/indexes used for Effect/Stat types at the Genres level.
Historically we left a gap of 10 or so between types to allow for growth but now we need more space, so we have added new fields in and made a gap of about 20 between logical groups to allow for future extensions in the lower level libraries.
Due to this a lot of the values have changed, for code first approaches this wont matter but for any serialized data against previous versions it would need remapping to new indexes.
It is recommended you start your own
Effectsfrom around1000+now rather than about500+historically.
There have also been some new additions and a couple of changes at the Genres level.
*Magicbased types and effects are not*Mana, historically Magic make sense but as we got more use cases Mana felt a better fit for representing the currency for using abilities/spells etcStaminarelated effects/stats have been added for scenarios where you potentially want to represent stamina separately toManaMovementSpeedrelated effects/stats have been added as in most cases you will want to be able to augment movement speedCriticalRateandCriticalDamageMultiplierstats and effects have been added to allow us to provide a mechanism for supporting critical hits going forward
There will possibly be some more changes added soon around Ability changes, as you may want Race, Class, Item etc to provide inherent abilities to your entity, or maybe you just want to build your own ability list in which case it may be just against the Entity as its own thing, a bit like Effects.
It all needs a bit more thought but is on the horizon.
Release 0.42.x004
Adding abilitytemplate extension to ITemplateAccessor
Release 0.42.x003
Making the AssetCode and Tags more open so anything can use it
Release 0.42.x002
Minor fixes for types and adding tags as global extension
Ability Changes + Minor Effect/Stat Additions
This isnt a huge change but makes abilities more fully fledged templates with notions of base damage, cooldown, target type etc, there is also additions to stats to allow for effects related to general ability values and also health/mana regen values.