#include <defs.h>
Public Member Functions | |
| bool | operator== (const EquipType &rhs) const |
Public Attributes | |
| float | weight |
| Tile | sprite |
| std::string | name |
| std::string | description |
| int | rarity |
| int | body_part |
| int | type |
| int | hit [3] |
| float | dam [3] |
| bool | use |
| int | size |
The definition for the different types of equipment. This defines the various attributes of equipment, and members of this struct are used to construct equipment items.
|
inline |
Comparitor operator for equipment.
| int EquipType::body_part |
The body part which the equipment goes on. The indexes correspond as follows: 0 - head 1 - torso 2 - legs 3 - feet 4 - arms 5 - hands 6 - weapon
| float EquipType::dam[3] |
How much the armor protects against damage. Each value corresponds to a different type of weapon. This will be some a percentage of damage reduction.
| std::string EquipType::description |
A description of the item.
| int EquipType::hit[3] |
How much the armor protects against getting hit. Each value corresponds to a differen type of weapon. This will be some number. Each weapon will have a threshold. If the hit number is higher than the threshold, then the weapon will be completely blocked. Hmm...that seems a bit OP. Maybe I should change that.
| std::string EquipType::name |
The name of the item.
| int EquipType::rarity |
How likely it is tha the item will appear.
| int EquipType::size |
The size of the item.
| Tile EquipType::sprite |
The tile which will be used to graphically represent the item.
| int EquipType::type |
The type of equipment. The different types of equipment are as follows: 0 - light 1 - medium 3 - heavy. Each type of armor has a type ofweapon that will deal more damage against it.
| bool EquipType::use |
True if the item has a use beyond increasing armor.
| float EquipType::weight |
How much the item weighs.
1.8.8