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Current entities w/components that have systems defined:

Items:

  • relation_tag: IsIn
  • tags: IsItem
  • components:
    • Name
    • Count
    • Position
    • Graphic
    • SpawnWeight
    • AssignedKey
  • Consumables
    • ApplyAction - what function is called when consumed
      • Potion: needs Effect
      • TargetScroll: needs PositionSpell
      • RandomTargetScroll: needs EntitySpell
  • Equipment (currently supports weapon/armor)
    • relation-tags: EquippedBy, Affecting
    • EquipSlot
    • PowerBonus
    • DefenseBonus

Effects:

  • Healing

Creatures:

  • tags: IsActor, IsPlayer (Only for player)
  • components:
    • Name
    • Graphic
    • HP
    • MaxHP
    • Attack
    • Defense
    • Speed - how quickly the creature regenerates action points
    • RewardXP
    • Passives
      • Health / turn
    • SpawnWeight

Combat:

  • Stats

Plan for character balance: Create different character builds

  • Warrior/tank - a melee focused build with high strength & constitution. Can deal damage & block attacks
  • Rogue/ranger - a ranged focus build with high dexterity, crit chance & crit damage
  • Mage/spellcaster - a ranged magic focused build with high intelligence, mana pool & spell damage

TODO - how to resistances fit in here?

  • Any way to mix & match parts of a build
  • Block works for physical attacks
  • Evade works for physical + magic