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Mar 23, 2026
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We need to discuss the above reviews
| { | ||
| public bool IsOpen { get; private set; } | ||
| public int GoldAmount { get; private set; } | ||
| public List<Item> ContainedItems { get; private set; } = new List<Item>(); |
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Should we directly treat Gold also as an item? Or you consider that gold should not be an item
| public Status CurrentStatus { get; set; } | ||
| public Abilities Abilities; | ||
| public Element Element { get; set; } | ||
| public HP HP; |
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I consider we have decided to move the HP and Element to attributes?
| public class Player : Fighter | ||
| { | ||
| public Jobs Job { get; private set; } | ||
| public int Exp { get; private set; } |
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Maybe we'll need double or float for Exp?
| public Equipment Body { get; private set; } | ||
| public Equipment Arms { get; private set; } | ||
| public Equipment Legs { get; private set; } | ||
| public Equipment Shoes { get; private set; } |
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Maybe we can add belt, necklace, rings? Or later?
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This pull request introduces the foundational class structure for an RPG-style game, establishing core entities, character types, inventory and equipment systems, and resource mechanics. The changes lay out the inheritance hierarchy and encapsulate properties and behaviors for creatures, fighters, items, equipment, and more, providing a solid base for further gameplay development.
Core Entity and Character Hierarchy:
Creatureclass and derived classes such asNPC,Box,Obstacle, and the combat-focusedFighterclass, which is further extended byPlayerandMonster. These classes define shared and specialized properties and methods for entities in the game world. [1] [2] [3] [4] [5] [6] [7]Resources and Attributes System:
Abilities,Attributes, andHPto manage stats, health, and their modifications, including logic for updating and calculating derived values. [1] [2] [3]Elementsystem with effectiveness logic for elemental interactions.Inventory and Equipment Management:
Bagclass for inventory,ItemandEquipmentclasses with support for equipping and stat aggregation, and anEquippedItemsmanager for handling equipped gear and stat calculations. [1] [2] [3]Skills and Jobs Framework:
Skillsclass with cooldown logic and a placeholder for skill effects, and theJobsclass to encapsulate job-specific stats and skillsets. [1] [2]Supporting Structures:
NameAndDescriptionclass for shared naming and description functionality.These changes collectively establish a modular and extensible codebase for building out game mechanics, combat, inventory, and character progression.
Core Entity and Character Hierarchy
Creaturebase class and derived entities:NPC,Box,Obstacle, andFighter(with further specializations forPlayerandMonster), defining shared and specific properties and methods for in-game actors. [1] [2] [3] [4] [5] [6] [7]Resources and Attributes System
Abilities,Attributes, andHPclasses for managing stats and health, including logic for stat modification and health calculation. [1] [2] [3]Elementclass and effectiveness logic for elemental interactions.Inventory and Equipment Management
Bagfor inventory,ItemandEquipmentclasses, andEquippedItemsfor managing equipped gear and calculating total stats. [1] [2] [3]Skills and Jobs Framework
Skillsclass with cooldown management and effect placeholder, andJobsclass for job-specific stats and skills. [1] [2]Supporting Structures
NameAndDescriptionbase class for reusable naming and description fields.