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Releases: openrpg/OpenRpg

Release 0.43.x006

07 Jun 09:54
cd4cd68

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Merge pull request #23 from openrpg/spike/rx-split-for-advice-engine

Separated out the Rx specific portion from AdviceEngine

Release 0.43.x005

28 Apr 10:29
a9a7b63

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Update README.md

Release 0.43.x004

28 Apr 07:53
c459d06

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Merge pull request #21 from 001hao/master

Fix: Correct ClassRequirement logic in DefaultCharacterRequirementChecker

Release 0.43.x003

27 Apr 13:57
255161f

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Merge pull request #20 from openrpg/bug/attempt-equip-failing

Added fix for equipment extension bug

Updating Abilities and AttackGenerators

23 Apr 19:01
71a7b79

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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

23 Apr 11:57
79857f5

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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 Effects from around 1000+ now rather than about 500+ historically.

There have also been some new additions and a couple of changes at the Genres level.

  • *Magic based 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 etc
  • Stamina related effects/stats have been added for scenarios where you potentially want to represent stamina separately to Mana
  • MovementSpeed related effects/stats have been added as in most cases you will want to be able to augment movement speed
  • CriticalRate and CriticalDamageMultiplier stats 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

18 Apr 09:12

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Adding abilitytemplate extension to ITemplateAccessor

Release 0.42.x003

18 Apr 09:05

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Making the AssetCode and Tags more open so anything can use it

Release 0.42.x002

18 Apr 08:48

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Minor fixes for types and adding tags as global extension

Ability Changes + Minor Effect/Stat Additions

18 Apr 08:07
8116cfd

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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.