{"push_id":1217161668,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"4d09dfd267e4d41d9d054d8b4772649683369972","before":"770a9a5e5b4afd74f2531e4077ed01df0cea23a1","commits":[{"sha":"4d09dfd267e4d41d9d054d8b4772649683369972","author":{"name":"Tigole","email":"32b6b82a49234e3f463873b6b61d0629092ad50d@laposte.net"},"message":"U-Turn design\n\nAs the aim of this project is to offer a base for creating rpg games, it\nshould not make any constraint.\nIn the previous version, a class derived from ICharacter had to define\nmethods \"getBaseAttack\" and \"setDamages\" (and more others would be\nadded)\nBUT this forces designers to use theses data (\"attack\" and \"damages\") to\nmake their own game.\nAs a game designer I'd like to make my own attributes such as \"attack\",\n\"hp\" and others but also \"someSpecialAttrobuteForMyVerySpecialGame\".\nWith the previous design, it would have been very horrible to add (one\nshould have to recode many parts of this library which is NOT\neffective).\n\nSo I decided to change my mind and to propose attributes setter and\ngetter. An attribute is something such as \"hp\", or \"damages\" or whatever\na game designer wants !\nThis should be useful for ISkill which can now access to game-specific\ndata of a ICharacter to make their own effects.\n\nThis new design should allow user to define how a ISkill should effect a\nICharacter BUT as a game designer I would like to say \"I want that this\nskill will affect THIS attribute of the target by THIS equation.\".\nSo I added a math expression parser which allows user to define his own\nequations for his game (see uut.cpp for usage).\n\nThis first version of new design is not fully developped. Changes will\nhappen later.","distinct":true,"url":"https://api.github.com/repos/Tigole/rpg_engine/commits/4d09dfd267e4d41d9d054d8b4772649683369972"}]}
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