rpg-stat 2.0.0

A library to computer stats for RPG game development
Documentation

RPG Stat library

Documentation Crates.io

Cargo.toml

rpgstat="2.0"

Stats

The Stats are broken down into categories Basic, Normal, and Advanced

Basic contains only the most needed for a generic game Your file needs: use rpgstat::stats::Basic as Stats

  • id
  • xp
  • xp_next
  • level
  • gp
  • hp
  • mp
  • hp_max
  • mp_max
  • speed

Normal includes a few more for the generic RPG battle system as well as everything in Basic Your file needs: use rpgstat::stats::Normal as Stats

  • atk
  • def
  • m_atk
  • m_def

Advanced contains the finer details seen in tabletop RPG stats as well as everything in Normal and Basic Your file needs: use rpgstat::stats::Advanced as Stats

  • agility
  • strength
  • dexterity
  • constitution
  • intelligence
  • charisma
  • wisdom
  • age

Serde + TOML/INI

Yes you can use serde with any of the assets/characters/ files provided. You can use them in your custom structs. You can implement Premade Stats to have mystruct.hp() instead of something like below mystruct.stats.hp

use std::fs::File;
use std::io::Read;
use toml::*;
use serde::{Deserialize, Serialize};
use rpgstat::legendary::Legendary;
use rpgstat::stats::Basic as Stats;
use rpgstat::stats::Builder;

#[derive(Serialize, Deserialize)]
pub struct Character {
    pub name:String,
    pub stats:Stats<f64>,
}
let filename = "assets/characters/EasterBilby.ini";
    match File::open(filename) {
    Ok(mut file) => {
        let mut content = String::new();
        file.read_to_string(&mut content).unwrap();
        let decoded: Stats<f64> = toml::from_str(content.as_str()).unwrap();
        assert_eq!(decoded.hp, 10.0);
        let decoded2: Character = toml::from_str(content.as_str()).unwrap();
        assert_eq!(decoded2.stats.hp, 10.0);
        let sc:Legendary = Legendary::SantaClaus;
        let stats:Stats<f64> = sc.build_basic(0.0,1.0);
        let toml = toml::to_string(&stats).unwrap();

    },
    Err(e) => println!("Error:{} opening File:{}", e, filename),
}

Builder

Since the 1.X version rpg-stat has come with a Builder trait. The builder trait is being implemented for all the enumerations like the rpgstat::class::* as well as rpgstat::creature::*

This allows you to do:

// feel free to use `Normal` or `Advanced` instead of `Basic`
use rpgstat::stats::Basic as Stats;
use rpgstat::class::Basic as Class;
use rpgstat::creature::Animal;
// this is the thing we need!
use rpgstat::stats::Builder;

// get bear stats for our program
fn bear_stats () -> Stats<f64> {
    // make the bear enum
    let bear:Animal = Animal::Bear;
    // this number only matters if you want
    let id:f64 = 0.0;
    // this effects the stats returned
    let level:f64 = 1.0;
    // use the basic `Builder`
    let bear_stats:Stats<f64> = bear.build_basic(id, level);
    // that was easy!
    bear_stats
}

// get Hero stats for our program
fn hero_stats () -> Stats<f64> {
    // make the hero enum
    let hero:Class = Class::Hero;
    // this number only matters if you want
    let id:f64 = 0.0;
    // this effects the stats returned
    let level:f64 = 1.0;
    // use the basic `Builder`
    let hero_stats:Stats<f64> = hero.build_basic(id, level);
    // that was easy!
    hero_stats
}

// TODO make them meet...

Build your own!

If you are not into making stats from things I made, you can implement your own builder:

use rpgstat::stats::Basic as BasicStats;
use rpgstat::stats::Normal as NormalStats;
use rpgstat::stats::Advanced as AdvancedStats;
use rpgstat::stats::Builder;
use std::ops::{Add, AddAssign,  Div, DivAssign, Mul, MulAssign, Neg, Rem, RemAssign, Sub, SubAssign};

// gee maybe I should make stats for these awesome libre characters
pub enum MyAwesomeThing {
    Tux,
    Pepper,
    Gnu,
    Kiki,
    Sara,
    Konqi,
    Suzanne,
    Xue,
    Wilber,
    Pidgin,
}

impl<T:Copy 
    + Default
    + AddAssign
    + Add<Output = T>
    + Div<Output = T>
    + DivAssign
    + Mul<Output = T>
    + MulAssign
    + Neg<Output = T>
    + Rem<Output = T>
    + RemAssign
    + Sub<Output = T>
    + SubAssign
    + std::cmp::PartialOrd
    + num::NumCast> Builder<T> for MyAwesomeThing {
    /// Build a `Basic` stat
    fn build_basic(&self, id:T, level:T) -> BasicStats<T>{
        match *self {
            // make basic
            _=>
            BasicStats {
                id: Default::default(),
                xp: Default::default(),
                xp_next: Default::default(),
                level: Default::default(),
                gp: Default::default(),
                hp: Default::default(),
                mp: Default::default(),
                hp_max: Default::default(),
                mp_max: Default::default(),
                speed: Default::default(),
            },
        }
    }
    fn build_normal(&self, id:T, level:T) -> NormalStats<T>{
        match *self {
            _=>
            // make normal
            NormalStats {
                id: Default::default(),
                xp: Default::default(),
                xp_next: Default::default(),
                level: Default::default(),
                gp: Default::default(),
                hp: Default::default(),
                mp: Default::default(),
                hp_max: Default::default(),
                mp_max: Default::default(),
                speed: Default::default(),
                atk:Default::default(),
                def:Default::default(),
                m_atk:Default::default(),
                m_def:Default::default(),
            },
        }
    }
    fn build_advanced(&self, id:T, level:T) -> AdvancedStats<T>{
        match *self {
            // make advanced
            // TODO make Tux destroy the other characters stats
            // well maybe not Pepper since she gives out free paint brushes...
            _=>
            AdvancedStats {
                id: Default::default(),
                xp: Default::default(),
                xp_next: Default::default(),
                level: Default::default(),
                gp: Default::default(),
                hp: Default::default(),
                mp: Default::default(),
                hp_max: Default::default(),
                mp_max: Default::default(),
                speed: Default::default(),
                atk:Default::default(),
                def:Default::default(),
                m_atk:Default::default(),
                m_def:Default::default(),
                agility:Default::default(),
                strength:Default::default(),
                dexterity:Default::default(),
                constitution:Default::default(),
                intelligence:Default::default(),
                charisma:Default::default(),
                wisdom:Default::default(),
                age:Default::default(),
            },
        }
    }
}

Classes

The Classes are broken down into categories Basic, Normal, and Advanced

The Basic class is either Hero or Enemy Your file needs: use rpgstat::class::Basic as Class

The Normal class includes a range of character classes for a battle game. Your file needs: use rpgstat::class::Normal as Class

Advanced includes more characters for a game with interactive roles, not simply a game of battle. Your file needs: use rpgstat::class::Advanced as Class

The stat Builder is implemented for all the classes and can be used easily:

use rpgstat::stats::Normal as Stats;
use rpgstat::class::Normal as Class;
// *Use this*
use rpgstat::stats::Builder;

// get Hero stats for our program
fn hero_stats () -> Stats<f64> {
    // make the hero enum
    let hero:Class = Class::Alchemist;
    // this number only matters if you want
    let id:f64 = 0.0;
    // this effects the stats returned
    let level:f64 = 1.0;
    // use the basic `Builder`
    let hero_stats:Stats<f64> = hero.build_normal(id, level);
    // that was easy!
    hero_stats
}

Creatures

This contains all manner of creatures. We have Animal creatures, Person creatures, and even Monster creatures

I would like to implement Builder for all the enums

So far Animal is complete.

Legendary

This contains the basics to use any creature from Wikipedia's Legendary Creatures and create Basic, Normal or Advanced stats.

use rpgstat::legendary::Legendary;
// we want basic stats
use rpgstat::stats::Basic as Stats;
// this is the thing we need!
use rpgstat::stats::Builder;
let sc:Legendary = Legendary::SantaClaus;
// remember build_*(id,level); if you are copy/paste XD
let stats:Stats<f64> = sc.build_basic(0.0,1.0);
assert_eq!(stats.hp, 10.0);

Eventually I would like to curate unique stats for each creature and have a full long_description() available for every creature.

As it stands you can still battle the ToothFairy against the EasterBilby, they will just have the exact same stats to start. Feel free to modify them.

The goal will be to move all the information into legendary.ini to be read in, but there are well over 1000 creatures.

Types

This includes various enums related to the type of character you have use rpgstat::types::Basic as Type

  • Basic is the basic type Good or Bad
  • Normal has elemental types
  • Advanced has elemental types
//TODO add stats::Builder

Special

These are names of Special moves.

use rpgstat::special::Normal as Special;
let grind:Special = Special::Grind;

Effect

This composes the various Effects in-game related to a character's Stats

Attributes

These are definitions of abstract terms into code

Rate

Rate of occurance

use rpgstat::attributes::Rate;
let yes:Rate = Rate::Always;
assert_eq!(yes.worked(), true);
let no:Rate = Rate::None;
assert_eq!(no.worked(), false);
let hmmm:Rate = Rate::Some;
// who knows....

Effectiveness

use rpgstat::attributes::Effectiveness;
let hp:i32 = 50;
// later on we use an item and check the effectiveness of it
assert_eq!(Effectiveness::Half(hp).value(), 25);

Stage

use rpgstat::attributes::Stage;

This includes the Stage<T> of life. This is similar to things like "evolution" in creature raising games, but based on reality. In real life no creature evolves randomly in front of someone, however they do get older and change their "form". There are eight forms:

  • Baby
  • Toddler
  • Kid
  • Teen
  • Young
  • Grown
  • Older
  • Old
use rpgstat::attributes::Stage;
let stage:Stage<i32> = Stage::stage(15);
// Yup 15 is teen
assert_eq!(stage, Stage::Teen(15));

Body

This is to collect all the information about armor, stats, status, etc, based on each body part. This will be some serious numeric control over the simulation.

RPG Stat command line tool

WIP Ideally, this will use clap and support some very specific stat traits only.

AFAIK the interface will end up looking like: rpgstat class normal Archer stat normal hp

That said none of the work has been started yet, and I am open to input.