More classes may come later as needed.
These classes will be versatile enough that developers can create any statistics for each object at run-time. For instance, let’s say the game needs to check a status ailment in a character object named MyChar. To check the ailment “sleepy”, one would call the get_ailment method like so:
If that ailment has not yet been defined, it will return false. Also, if the value of that ailment is false, it will return false. Now let’s change that ailment’s status:
Calling get_ailment() once again will now return true. The RPG_Ailments class is where attributes of sleepy would be set. For instance, the speed and stamina stats may be cut in half. When in battle, the RPG_Battle class would automatically link those attribute changes into the battle algorithms and affect the character until that ailment was set to false. Similarly, the RPG_Equipment class would adjust the character stats by either adding to or subtracting from applicable character or enemy stats.
As development of this library advances, I will report more on the specifics. Once it nears release, expect a massive document to appear on the website that explains how to make use of the classes.