#rpg #dnd #game #jrpg

bin+lib rpg-stat

A library for computer stats for RPG game development

22 releases (stable)

2021.12.16 Dec 16, 2021
2021.12.9 Dec 9, 2021
3.0.0 Nov 12, 2021
2.0.1 Nov 10, 2021
0.1.3 Sep 25, 2021

#142 in Game dev

46 downloads per month
Used in vectorview

Custom license

320KB
8K SLoC

RPG Stat library

Documentation Crates.io

Cargo.toml

rpgstat="2.0"

This is fairly exhaustive and links to most things you can use. The library is stil a WIP as the battle system is rudimentary in the current form. TOML format with serde is supported.

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),
}

Custom toml/ini with serde

use serde::{Deserialize, Serialize};
use rpgstat::attributes::{Effectiveness, Value};
use rpgstat::class::Basic as Class;
use rpgstat::stats::Basic as Stats;

// example program
const INI_FILE:&str = r#"name="test"
class="Hero"
effectiveness="None"
image="/path/to/file"
[stats]
id = 1
hp = 10
mp = 10
xp = 10
level = 1
hp_max = 10
mp_max = 10
xp_next = 10
gp = 10
speed = 10
atk = 10
def = 10
m_atk = 10
m_def = 10
agi = 10
str = 10
int = 10
dex = 10
con = 10
char = 10
wis = 10
age = 10"#;

#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
pub struct OccasionalEnemy {
    pub name:String,
    pub image:String,
    pub stats:Stats<f64>,
    pub effectiveness:Effectiveness,
    pub class:Class,
}
let decoded: OccasionalEnemy = toml::from_str(INI_FILE).unwrap();
assert_eq!(decoded.stats.hp, 10.0);
assert_eq!(decoded.effectiveness, Effectiveness::None);
// Value trait used here:
assert_eq!(0.0, Effectiveness::None.value(decoded.stats.hp));
assert_eq!(decoded.name, String::from("test"));
assert_eq!(decoded.class.to_string(), String::from("Hero"));

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

Compare

The Compare trait is implemented for Normal according to this chart:

use rpgstat::types::Normal as Type;
// to check effectiveness
use rpgstat::types::Compare;
// need effectiveness too!
use rpgstat::attributes::Effectiveness;

let rock = Type::Rock;
let wind = Type::Wind;
assert_eq!(rock.effectiveness(wind), Effectiveness::None);
assert_eq!(wind.effectiveness(rock), Effectiveness::Double);

Special

These are names of Special moves.

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

You can get the prebuilt mp_cost():

use rpgstat::special::ManaCost;
use rpgstat::special::Normal as Special;
let grind:Special = Special::Grind;
assert_eq!(grind.mp_cost(0), 7);

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

This effectiveness can be stored in a struct and you could implement a wrapper for value(T):

use rpgstat::attributes::{Effectiveness, Value};

pub struct Item {
    pub name:String,
    pub amount:i32,
    pub effectiveness:Effectiveness,
}
impl Item {
    // much easier to use now!
    pub fn value(&self) -> i32 {
        self.effectiveness.value(self.amount)
    }
}
use rpgstat::attributes::{Effectiveness, Value};
let hp:i32 = 50;
// later on we use an item and check the effectiveness of it
assert_eq!(Effectiveness::Half.value(hp), 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::current(15);
// Yup 15 is teen
assert_eq!(stage, Stage::Teen(15));

Body

Currently with the makesvg feature, Body contains the VectorView trait which creates vector (SVG) images from parameters. Work will go into implementing this for other things, such as type.

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.

Dependencies

~1.7–4.5MB
~97K SLoC