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jasc's Issues

Character modularity

Here's an idea i'm just throwing out there. How about we re-write the character skill use code as follows, instead of using what we currently have in Legendairy.java:

-There is a class called Skills.java that contains all skills and static methods for their effects. Effects are then multiplied based on character stats/level
-When a character is constructed, he has his own arraylist of owned skills, and learnable skills.
-When a characters levels to the correct level, the next learnable skill is transported to his useable skill list.
-When a character uses a skill it just checks if he owns it, and then executes the hardcoded effect in Skills.java on a designated target, with modifiers
-Stats.java will have a static hashmap of skills and their MP costs.
-MP is used when using a skill, value gotten from hashmap.

Seems better than checking for every skill manually in the main function. I can help you write it if you want.

Updates on how things are going

class World has areas put together;
if you run World.main() you can play 10 turns on a 3x3 world
World also has the ability to be generated by seeds, identical seeds will yield identical worlds

Problems!

World seems to have tooo many towns, even though the chance of ech type of area should be equal, what should the ratios of each type be?
No Shop yet - will probably make it its own event, to be called by Town Event
No Saving yet

Area and Monster

Hey. I was thinking that based on the area (dungeon, town, field) we have subareas that contain lists of monster names that can be spawned. For example:

Dungeon --------- Graveyard --> spawns skeleton/zombie enemies
|---------------- Cave --> spawns bats, cave trolls, etc.
|---------------- Castle --> spawns more human-like enemies such as goblins, elves, etc.

All you would have to do is have a string for area subtype, and a list of strings of names of enemies. Then i can just use event to construct random monsters from that list.

And with that, we need to add a lot more monsters to the bestiary ASAP, because no matter how area is implemented in the end we will need a variety. I think everyone should help with this.

HOMEWORK DUE TOMORROW

Guys, we have a couple of things due tomorrow. We need to get a revised flow chart and UML diagram as well as a reflections that needs to be submitted electronically.

Bugs

Enter long number.
So I typed 1.1 and it broke the code?

Dojo?

Let's go to the dojo tomorrow (1/12)! Yes yes?

Event and Enemy Modularity

Hey, i have begun implementing events in event.java. We should tie this in with area.java soon, and have the area spawn events based on location. Events encompass all occurrances in game, so if theres a fight it will spawn a CombatEvent. I wrote the code of CombatEvent and you can test it in GChar.

Also, we need to touch up monster.java. I was thinking we do what i did with item.java and create a hashmap of monsters with thier stats and abilities, and when they're are constructed a copy of these stats are taken based on name.

World size?

I'm doing something like:
public class World {
public Area[][]; ....
}

What should the size of the Area matrix be? (i'm thinking 4x4, 8x8)
We can also let the user choose...

battle method

We need a battle method for gChar/Character, so we can just go:

public foo(gChar player) {
...
player.battle( monster );
...
}

Finishing up project

We are very close to being done, but I have other work to do. Might be able to work later tonight, but for now the following is up to you guys:

-Remove/comment out debug SOP's in area/world
-Fix other small bugs you find
-Repack game into packages, create its final organizational structure for publishing
And if you have time:
-Finish town shop event. I would recommend writing a Boolean removeGoldB in GChar that removes money and checks if the char has enough. From there, just make the prices of items equal to the sum of all of their stats.

Good luck.

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