sonic-radiance/sonic-radiance.love/game/abstractmobs/parent.lua

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local AbstractMobParent = Object:extend()
function AbstractMobParent:new()
self:initBasicElements()
self.stats = self:createStats()
self.skills = self:createSkills()
self:initLife()
end
function AbstractMobParent:initBasicElements()
self.name = "PlaceHolder"
self.fullname = "PlaceHolder"
self.turns = 2
end
function AbstractMobParent:createStats()
local stats = {}
stats.hpmax = 0
stats.ppmax = 0
stats.attack = 0
stats.power = 0
stats.defense = 0
stats.technic = 0
stats.mind = 0
stats.speed = 0
return stats
end
function AbstractMobParent:createSkills()
return {}
end
-- LIFE FUNCTIONS
-- Handle HP and stuff like that
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function AbstractMobParent:initLife()
self.hp = self.stats.hpmax
self.pp = self.stats.ppmax
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self.status = 0
end
function AbstractMobParent:setHP(newHP, relative)
if (relative) then
self.hp = self.hp + newHP
else
self.hp = newHP
end
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self.hp = math.max(0, self.hp)
end
function AbstractMobParent:setPP(newPP, relative)
if (relative) then
self.pp = self.pp + newPP
else
self.pp = newPP
end
end
function AbstractMobParent:isAlive()
return (self.hp > 0)
end
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function AbstractMobParent:getStats()
return self.stats
end
-- Bonus stuff
function AbstractMobParent:setBonus(pvFactor, statFactor)
self.stats.hpmax = self.stats.hpmax * pvFactor
self.hp = self.stats.hpmax
self.stats.attack = self.stats.attack * statFactor
self.stats.power = self.stats.power * statFactor
self.stats.defense = self.stats.defense * statFactor
self.stats.mind = self.stats.mind * statFactor
self.stats.technic = self.stats.technic * statFactor
self.stats.speed = self.stats.speed * statFactor
end
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return AbstractMobParent