Read Me
If you are a living object, you are supposed to be able to
eat, sleep, reproduce, and manipulate your environment; this
implies you have an intelligence (however primitive), and
a "vehicle", or container (a body). So we maintain:
Basic things:
Name
Age (creation date & logged in seconds)
General stats things (stuff you carry with you):
A store (dredd's store stuff), so that variables can be saved
A generic set of "points pools", which can be regenerative (or
not) as part of your life processes, and which can be fed
with power or tapped,
A generic set of stats, which are used as modifiers in many calculations.
A set of skills, used to modify how successful your (attempted)
actions are (including automatic physical resistances); these are
*always* tested against opposing skills. Note that it's the skill
server that knows how to classify skills - not us.
a `vehicle' (body), which may be damaged
The following are random comments cut from SkillTrack (so I remember).
/*
* Quicky object that keeps track of all
* skills used in the game, and tracks the averages of
* the skills and the value they're rolled against.
* Every offensive skill should have a corresponding
* defensive skill, even if that skill is an interior
* skillnet node (i.e calculated from other stats).
*
* Intention: to eventually be able to create each monster with a full
* complement of defensive skills, adjusted appropriately for
* the monster's level, on the assumption that `bill bunny has
* actually been here for years; he should have some resistence
* to siren scream...'. Extra provision will have to be made
* by individual guilds/races if they want to further enhance
* individual skills (eg if a monster is assigned a thief soul,
* it should probably bump up his rob resist even more; races can use
* skills for `resist-flame', etc, though they shouldnt really
* be called skills). Also, extra skills derived from having
* high stats might need to be added in seperately; no point in
* cluttering this object.
*
* Ultimately, players will automatically get all defensive skills
* as well (new players should get them as if they were level 1
* monsters). Furthermore, this will make the Chutzpah drift a
* lot more meaningful :)
*
* Warning: this file probably shouldnt be in this dir, and will
* move (maybe to the stats management system, or the persistence
* management stuff). Consider it a prototype.
*
* Fuck fuck fuck - need to calculate player levels along
* the same lines as monster levels (the "survivability" rating).
* Cant do it properly yet; could average their skills or something.
* Later.
*/