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Developer Quick Reference
These functions are to help developers (they will not work as they are shown below in the unit.c)
GetHeroesAndBandits().NewPlayerAction(PlayerID, ActionName)
Adds an action to the player, adding an action to the player will update the stat, update the player's humanity, action must exist in the config or it will consider the action to give 0 humanity
GetHeroesAndBandits().GetPlayerAffinity(PlayerID)
This will return the players Affinity in a string Ussaly bambi, hero, bandit but this can be configured by the server admins will return bambi(Default Level Affinity) if the player can't be found
GetHeroesAndBandits().GetPlayerHumanity(PlayerID)
This will return the players Humanity in a float value, it will return 0 if the player can't be found
GetHeroesAndBandits().GetPlayerLevel(PlayerID)
Returns the habLevel object will return the default level if player can't be found
GetHeroesAndBandits().GetPlayerLevelName(PlayerID)
Returns the HabLevel Name in a string it will the default level's name usally Bambi if the player can't be found
GetHeroesAndBandits().GetPlayerStat(PlayerID, StatName)
Returns INT of the player stat, if player or the player's stat doesn't exist it returns 0
GetHeroesAndBandits().GetPlayer(PlayerID)
This return the object type HeroesAndBanditsPlayer On the client use the variable
HeroesAndBanditsPlayer g_HeroesAndBanditsPlayer
class HeroesAndBanditsPlayer
{
string PlayerID
ref array< ref habStat > Stats
ref array< ref habPlayerAffinity > Affinities
// If called as new will attempt to load the player from the database if the player doesn't exist it will create the player.
void HeroesAndBanditsPlayer(string pID = "")
// Returns the level object of the highest point total level if none match the it returns the default level
habLevel getLevel()
// Returns the Affinity object for the highest point total affinity with a valid level if none exsit returns the default affinity
habAffinity getAffinity()
// Returns the current point total for the specified affinity
float getAffinityPoints( string name )
// Adds the specified points to the specified affinity
void addAffinityPoints( string name, float points )
// Returns the highest point total affinity with a valid level, if none exsit return default affinity name
string getAffinityName()
// Returns whether the player is a hero, bandit or bambi
string getHeroOrBandit()
// Saves the player data back to the JSON file
void saveData()
//Returns the players humanity, (hero minus bandit)
float getHumanity()
//Returns the stat total for a given stat name
float getStat(string statName){
// Updates the player stat and increases the affinity total, and will return true if player leveled up from the action
bool NewAction(string actionName){
//Will recalculate all the of the players affinities based the current action amounts
void recalculateTotals()
}
class habStat
{
string Name
int Stat
// Increments the stat by one
void updateStat()
}
class habPlayerAffinity
{
string Name
float Points
//Returns the point value
float getPoints()
//Updates the points by a the specified amount
void updatePoints(float amount)
//Set the value of the points
void setPoints(float amount)
}
class habLevel
{
string Name
string Affinity
string LevelImage
float MinPoints
float MaxPoints
}
class habAffinity
{
string Name
string DisplayName
}