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@trembus/rpg-attributes

1.0.0-alpha.3
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    • License MIT

    A streamlined RPG attribute system for Roblox-TS with Fusion integration. Compact version with reactive state management and UI components.

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      Readme

      @trembus/rpg-attributes

      A streamlined RPG attribute system for Roblox-TS with Fusion integration. Provides type-safe attribute management, reactive state, and UI components for RPG games.

      Features

      • 🎯 Type-Safe: Full TypeScript support with strict typing
      • Reactive: Built with Fusion for reactive state management
      • 🎮 RPG-Ready: Pre-configured with common RPG attributes
      • 🛠️ Extensible: Easy to customize and extend
      • 📱 UI Components: Fusion-based UI components included
      • 💾 Serializable: DataStore-ready with built-in serialization
      • 🚀 Compact: Streamlined codebase with 68% size reduction
      • 🔄 Reactive UI: Seamless integration with Fusion reactive UI systems

      Installation

      npm install @trembus/rpg-attributes
      # or
      pnpm add @trembus/rpg-attributes

      Quick Start

      Basic Usage

      import { SimpleAttributeManager, AttributeCatalog, ATTRIBUTE_KEYS, AttributeKey } from "@trembus/rpg-attributes";
      
      // Create a simple attribute manager using the included implementation
      const attributes = new SimpleAttributeManager({ 
          initialValues: { vitality: 10, strength: 8 },
          maxValue: 100,
          minValue: 0
      });
      
      // Set values
      attributes.setBase("vitality", 15);
      attributes.setEquipment("strength", 5);
      
      // Get reactive states for UI
      const vitalityState = attributes.getState("vitality");
      const totalVitality = vitalityState.totalValue; // Fusion Computed - reactive!

      Custom Implementation

      For custom behavior, extend the abstract AttributeManager class:

      import { AttributeManager, AttributeKey } from "@trembus/rpg-attributes";
      
      class MyAttributes extends AttributeManager {
          protected validate(key: AttributeKey, value: number): boolean {
              return value >= 0 && value <= 100;
          }
      
          protected onAttributeChanged(key: AttributeKey, oldValue: number, newValue: number): void {
              print(`${key} changed from ${oldValue} to ${newValue}`);
          }
      
          protected persistState(): void {
              // Save to DataStore or send to server
              const data = this.exportData();
              // ... your persistence logic
          }
      }

      UI Integration

      import { AttributeDisplay, AttributeBar } from "@trembus/rpg-attributes";
      
      // Create attribute display UI - shows icon, name, value, and breakdown
      const vitalityDisplay = AttributeDisplay({
          attribute: attributes.getState("vitality"),
          key: "vitality",
          Size: UDim2.fromScale(1, 0.2),
          BackgroundColor3: Color3.fromRGB(40, 40, 40),
          TextColor3: Color3.fromRGB(255, 255, 255),
      });
      
      // Create attribute bar - shows value as a progress bar
      const healthBar = AttributeBar({
          attribute: attributes.getState("vitality"),
          maxValue: 100,
          fillColor: Color3.fromRGB(255, 100, 100),
      });

      UI Components

      AttributeDisplay

      Creates a complete attribute display with icon, name, total value, and breakdown:

      interface AttributeDisplayProps {
          attribute: ReactiveAttributeState;
          key: AttributeKey;
          Size?: UDim2;
          Position?: UDim2;
          BackgroundColor3?: Color3;
          TextColor3?: Color3;
      }

      AttributeBar

      Creates a progress bar representation of an attribute:

      interface AttributeBarProps {
          attribute: ReactiveAttributeState;
          maxValue?: number;      // Default: 100
          fillColor?: Color3;     // Default: green
      }
      
      ## Core Types
      
      ### Attribute Keys
      
      ```typescript
      type AttributeKey = "vitality" | "strength" | "agility" | "intellect" | "luck";

      Attribute Values

      interface AttributeValues {
          baseValue: number;        // Base stat value
          equipmentBonus: number;   // Bonus from equipped items
          effectBonus: number;      // Bonus from temporary effects
      }

      Attribute State

      type AttributesState = {
          [key in AttributeKey]: {
              meta: AttributeMeta;
              values: AttributeValues;
              totalValue: number;
          }
      };

      Available Attributes

      Attribute Description Effect
      Vitality Increases maximum health points Higher HP pool for survival
      Strength Increases physical damage dealt Enhanced melee/weapon damage
      Agility Increases movement speed and dodge chance Better movement speed and evasion
      Intellect Increases mana pool and spell damage More mana and stronger spells
      Luck Increases chance for critical hits Higher crit chance and rare drops

      API Reference

      AttributeManager

      The main class for managing reactive attributes:

      abstract class AttributeManager {
          // Get reactive state for an attribute
          getState(key: AttributeKey): ReactiveAttributeState;
          
          // Get current total value
          getValue(key: AttributeKey): number;
          
          // Get all reactive states
          getAllStates(): ReactiveAttributesState;
          
          // Set attribute values
          setBase(key: AttributeKey, value: number): boolean;
          setEquipment(key: AttributeKey, value: number): boolean;
          setEffect(key: AttributeKey, value: number): boolean;
          
          // Modify base value by delta
          modify(key: AttributeKey, delta: number): boolean;
          
          // Data persistence
          exportData(): Record<AttributeKey, AttributeValues>;
          loadData(data: Partial<Record<AttributeKey, AttributeValues>>): void;
          
          // Cleanup
          destroy(): void;
          
          // Abstract methods to implement
          protected abstract validate(key: AttributeKey, value: number): boolean;
          protected abstract onAttributeChanged(key: AttributeKey, oldValue: number, newValue: number): void;
          protected abstract persistState(): void;
      }

      Utility Functions

      // Calculate total attribute value
      calculateTotal(values: AttributeValues): number;
      
      // Create attribute values with defaults
      createValues(overrides?: Partial<AttributeValues>): AttributeValues;
      
      // Create complete attribute state
      createState(overrides?: Partial<Record<AttributeKey, Partial<AttributeValues>>>): AttributesState;
      
      // Validate attribute key
      isValidKey(key: string): key is AttributeKey;
      
      // Clamp value to range
      clamp(value: number, min?: number, max?: number): number;

      Package Status

      Complete and Production Ready:

      • ✅ Compact, streamlined codebase (68% size reduction)
      • ✅ Full TypeScript support with strict typing
      • ✅ Reactive state management with Fusion integration
      • ✅ Abstract base class for custom implementations
      • ✅ UI components for attribute display and bars
      • ✅ Data persistence and serialization support
      • ✅ Comprehensive validation and event handling
      • ✅ All core RPG attributes (vitality, strength, agility, intellect, luck)
      • ✅ Production-ready API with error handling

      Examples

      Simple Implementation

      import { SimpleAttributeManager } from "@trembus/rpg-attributes";
      
      // Use the included simple implementation
      const attributes = new SimpleAttributeManager({
          initialValues: { vitality: 10, strength: 8, agility: 12 },
          maxValue: 100,
          minValue: 0
      });
      
      // Set values
      attributes.setBase("vitality", 15);
      attributes.setEquipment("strength", 5);
      
      // Get current values
      const currentVitality = attributes.getValue("vitality");
      print(`Current vitality: ${currentVitality}`);

      Advanced Custom Implementation

      class PlayerAttributeManager extends AttributeManager {
          private playerId: string;
      
          constructor(playerId: string) {
              super({
                  initialValues: { vitality: 10, strength: 8, agility: 12, intellect: 6, luck: 5 },
                  autoPersist: true,
                  maxValue: 100
              });
              this.playerId = playerId;
              this.loadPlayerData();
          }
      
          protected validate(key: AttributeKey, value: number): boolean {
              // Custom validation - check if player has enough points to spend
              if (value < 0) return false;
              if (value > this.config.maxValue) return false;
              
              // Example: Check player level requirements
              const playerLevel = this.getPlayerLevel();
              const maxAllowedValue = 10 + (playerLevel * 2);
              return value <= maxAllowedValue;
          }
      
          protected onAttributeChanged(key: AttributeKey, oldValue: number, newValue: number): void {
              print(`Player ${this.playerId}: ${key} changed ${oldValue}${newValue}`);
              
              // Update derived stats
              this.updatePlayerStats(key, newValue);
              
              // Trigger achievements
              this.checkAchievements(key, newValue);
          }
      
          protected persistState(): void {
              const data = this.exportData();
              // Save to DataStore
              game.GetService("DataStoreService")
                  .GetDataStore("PlayerAttributes")
                  .SetAsync(this.playerId, data);
          }
      
          private updatePlayerStats(key: AttributeKey, value: number): void {
              const player = game.Players.GetPlayerByUserId(tonumber(this.playerId)!);
              if (!player?.Character) return;
      
              const humanoid = player.Character.FindFirstChild("Humanoid") as Humanoid;
              if (!humanoid) return;
      
              switch (key) {
                  case "vitality":
                      humanoid.MaxHealth = 100 + (value * 10);
                      break;
                  case "agility":
                      humanoid.WalkSpeed = 16 + (value * 0.5);
                      break;
              }
          }
      
          private getPlayerLevel(): number {
              // Your level calculation logic
              return 1;
          }
      
          private checkAchievements(key: AttributeKey, value: number): void {
              // Your achievement logic
          }
      
          private loadPlayerData(): void {
              // Load from DataStore
          }
      }

      Contributing

      Contributions are welcome! Please feel free to submit a Pull Request.

      License

      MIT License - see LICENSE file for details.

      Dependencies

      • @rbxts/fusion - Reactive state management and UI framework

      Built with ❤️ for the Roblox development community.