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June 13, 2013 19:36
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package com.gmail.mooman219.module.rpg.stat.store; | |
import com.gmail.mooman219.frame.MongoHelper; | |
import com.gmail.mooman219.frame.text.TextHelper; | |
import com.gmail.mooman219.handler.database.UploadReason; | |
import com.mongodb.BasicDBObject; | |
import com.mongodb.DBObject; | |
import com.mongodb.util.JSON; | |
public class PDSkill { | |
public final String tag = "skill"; | |
public int health = 0; | |
public int mana = 0; | |
// -+ Strength is a measure of muscle, endurance and stamina combined. Strength affects | |
// the ability of characters to lift and carry weights, melee attack rolls, damage rolls | |
// (for both melee and ranged weapons,) the Jump, Climb, and Swim skills, several combat | |
// actions, and general checks involving moving or breaking stubborn objects. | |
public int strength = 0; | |
// -+ Dexterity encompasses a number of physical attributes including eye–hand coordination, | |
// agility, reflexes, fine motor skills, balance and speed of movement; a high dexterity | |
// score indicates superiority in all these attributes. Dexterity affects characters with | |
// regard to initiative in combat, ranged attack rolls, Armor Class, Reflex saves, and | |
// the Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, | |
// Tumble, and Use Rope skills. It also affects the number of additional attacks of | |
// opportunity granted by the Combat Reflexes feat. Dexterity is the ability most | |
// influenced by outside influences (such as armor). | |
public int dexterity = 0; | |
// -+ Constitution is a term which encompasses the character's physique, toughness, health | |
// and resistance to disease and poison. The higher a character's Constitution, the more | |
// hit points that character will have. Constitution also is important for Fortitude saves, | |
// the Concentration skill, and fatigue-based general checks. Constitution also determines | |
// the duration of a barbarian's rage. Unlike the other ability scores, which render the | |
// character unconscious or immobile when they hit 0, having 0 Constitution is fatal. | |
public int constitution = 0; | |
// Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning | |
// ability outside those measured by the written word. Intelligence dictates the number of | |
// languages a character can learn, and it influences the number of spells a preparation-based | |
// arcane spellcaster (like a Wizard) may cast per day, and the effectiveness of said spells. | |
// It also affects how many skill points a character gains per level, the Appraise, Craft, | |
// Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft skills, and | |
// bardic knowledge checks. | |
public int intelligence = 0; | |
// -+ Wisdom is a composite term for the character's enlightenment, judgment, wile, willpower | |
// and intuitiveness. Wisdom influences the number of spells a divine spellcaster (like clerics, | |
// druids, paladins, and rangers) can cast per day, and the effectiveness of said spells. It | |
// also affects Will saving throws, the Heal, Listen, Profession, Sense Motive, Spot, and Survival | |
// skills, the effectiveness of the Stunning Fist feat, and a monk's quivering palm attack. | |
public int wisdom = 0; | |
// -+ Charisma is the measure of the character's combined physical attractiveness, persuasiveness, | |
// and personal magnetism. A generally non-beautiful character can have a very high charisma due | |
// to strong measures of the other two aspects of charisma. Charisma influences how many spells | |
// spontaneous arcane spellcasters (like sorcerers and bards) can cast per day, and the effectiveness | |
// of said spells. It also affects Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, | |
// Intimidate, Perform, and Use Magic Device checks, how often and how effectively clerics and | |
// paladins can turn undead, the wild empathy of druids and rangers, and a paladin's lay on hands ability. | |
public int charisma = 0; | |
public int unspentPoints = 0; | |
public void sync(DBObject chat) { | |
this.health = MongoHelper.getValue(chat, "health", health); | |
this.mana = MongoHelper.getValue(chat, "mana", mana); | |
this.strength = MongoHelper.getValue(chat, "strength", strength); | |
this.dexterity = MongoHelper.getValue(chat, "dexterity", dexterity); | |
this.constitution = MongoHelper.getValue(chat, "constitution", constitution); | |
this.intelligence = MongoHelper.getValue(chat, "intelligence", intelligence); | |
this.wisdom = MongoHelper.getValue(chat, "wisdom", wisdom); | |
this.charisma = MongoHelper.getValue(chat, "charisma", charisma); | |
this.unspentPoints = MongoHelper.getValue(chat, "unspentpoints", unspentPoints); | |
} | |
public DBObject getTemplate(UploadReason reason) { | |
switch(reason) { | |
case CREATION: | |
case SAVE: | |
return (DBObject) JSON.parse("{" + | |
TextHelper.buildQuery(tag, "health", health) + | |
TextHelper.buildQuery(tag, "mana", mana) + | |
TextHelper.buildQuery(tag, "strength", strength) + | |
TextHelper.buildQuery(tag, "dexterity", dexterity) + | |
TextHelper.buildQuery(tag, "constitution", constitution) + | |
TextHelper.buildQuery(tag, "intelligence", intelligence) + | |
TextHelper.buildQuery(tag, "wisdom", wisdom) + | |
TextHelper.buildQuery(tag, "charisma", charisma) + | |
TextHelper.buildQuery(tag, "unspentpoints", unspentPoints) + | |
"}"); | |
case STATUS: | |
default: | |
return new BasicDBObject(); | |
} | |
} | |
} |
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