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See:
Description
Interface Summary | |
Terrain.NoFlyweight | Tagging interface that tells the MapLoader not to make this Terrain type a "flyweight". |
Class Summary | |
BasicBag | This is a customizable implementation of the Bag interface; most standard game containers (chests, packs, sacks, jars, etc.) will derive from this class. |
Chest | A chest that can be opened, closed, locked and unlocked. |
CombatFlash | This object represents a really minimal and short-lived "flash"... |
Corpse | This is the generic Corpse interface in the game, the thing that is left behind with a monster/player dies. |
Corpse.CorpseState | Uses the State pattern to represent the state of the corpse, and handle state transitions. |
DynamicObject | This class is used for game objects that players can pick up and put in their inventory. |
Gem | Gemstones. |
HiddenObject | Implements an invisible map object with a pre-set inventory. |
Instrument | A musical instrument. |
Key | The generic Key class (for opening locks). |
Lamp | Superclass of all "standard" light sources: torches, lanterns, campfires, etc. |
NoMonsters | This object prevents monsters from moving into a specified map location. |
NoSpells | If this object is present in a cell, then no magic of any kind is allowed. |
OffLimits | This object prevents players from moving into a specified map location. |
PirateShip | This class represents a ship. |
QuestItem | Quest items cannot be dropped, thrown, given away or otherwise removed from inventory (or they disappear). |
ServerBridge | A special kind of teleporter that can move a player to another game server. |
Ship | A player-pilotable Ship. |
Shop | The basic Shop object. |
Sign | A sign that you can apply to read. |
SimpleApplyable | An object you can apply to produce a simple message, or play a very short sound. |
StaticBag | This class implements a "singleton container" - everyone who has one is sharing the same reference, so it's effectively a single extra-dimensional space that can be used to transfer items across great distances. |
StaticObject | This class is used for game objects that can't be picked up, like trees and certain indoor objects. |
Statue | A petrified monster. |
Structure | Used for buildings and other static exits - typically ones that have some areas you can walk on and others that you can't. |
Teleporter | The Teleporter is a fundamental game object responsible for moving objects between maps. |
Terrain | Common superclass for all Terrain objects. |
Vault | A personal, per-player storage area. |
VaultTeleporter | Teleports a player to their personal vault. |
Vehicle | This class implements a generic vehicle that can be boarded and piloted around. |
Contains the most commonly-found game classes.
You should rarely have to subclass a game class, because all of them are designed to be customized by changing their properties. You can create a new kind of game object without subclassing by storing properties for the object in an XML "Archetype" file.
For example, to create a Key with
special attributes, you could create a file called
mykey.arch
containing the following XML snippet:
This key is made of jade, has a special description when it's identified (e.g. by a spell), and unlocks any Lock with the lock code 1685.
You can create copies of the key in the game by calling
Kernel.instantiate(), passing in the path to mykey.arch.
The key above is probably intended to be unique, which you can
enforce by adding a
XML property into the list of properties above.
Some of the classes in this package are intended to be visible to players, and some of them are utility classes that are invisible to anyone but a Wizard character.
The wyvern.lib.classes
package has several
sub-packages containing groups of common classes that are
related in some way - for example, wyvern.lib.classes.weapons
contains all the game's standard
Weapon implementations.
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