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Battles ~ Battle Planning 2022

nicholaswlee edited this page Apr 23, 2022 · 8 revisions

RPG-Battle Planning 2022

Here are some of the things we hope to implement for Spring 2022. These are subject to change. Currently we have an idea of what we want to add, where it should be added, and how it will be implemented. As an overall goal, we would also like to integrate our overall stubs with the rest of the interface (move_t, battle_item_t, stat_change_t, and stat_t).

Auto-battle

Auto-battle is used whenever the player doesn’t want to manually take actions in battle. It is essentially AI vs AI.

Where: AI Module, but it’s own separate file

How: Relies on the existing battle_ai.c functions but instead makes it applied to the actual user. With this implementation, we will need to make sure that these random actions are specific to the user and still continue to maintain the player state properly. The functions for the auto battle file may not directly use the battle_ai.c functions, but instead it will most likely be very similar to those functions.

AI “Defensive Mode” and “find_defensive”

We want to add more customizability to our AI opponents. By adding a defensive mode, it adds a different type of difficulty opponent that will be different to fight compared to the greedy opponents.

Where: AI Module (battle_ai.c & battle_ai.h) and battle_common.h

How: Currently there is a function called find_greedy(), which returns the most offensive move possible. This would be the reverse, where it instead returns the most “defensive” move possible. We would also need to change the enum “difficulty” to support BATTLE_AI_DEFENSIVE. However, we need to also be mindful that the AI will not just spam a damage prevention move over and over again.

Integrating Support for Temporary Stats with Existing Code

Support reverting item-based stat changes for things like temporary stat boosters that only take effect for the duration of the battle

Where: battle_logic.h

How: We will have to collaborate with and reach out to other teams to integrate our code for this functionality. Based on past documentation, we need to work with rpg_classes to do this.

Add More Generalized Stats

We would like to add more stats beyond just HP, Defense, and Damage. Things such as accuracy, special attack, special defense, critical chance, critical damage, and magic power.

Where: battle_structs.h

How: We can easily modify the stat_t to implement these new stats. From there, depending on the different stats they can be modified in other modules like battle_logic, battle_moves, and battle_state.

Moves Beyond Preventing Damage and Doing Damage

We want to make battles more complex by adding moves that wouldn’t just attack the opponent, to add more of a strategy component to the games.

Where: battle_structs.h and battle_moves.h

How: In battle_moves, we would have to add support for different “types” of attacks. Current in stat_t, there is a field labeled “attack” that is a boolean. Instead we could possibily modify this struct to allow for different “types” of attacks - OFFENSIVE, DEFENSIVE, STAT_CHANGE, etc. From there, we would have to implement ways to allow for these different types of moves to be processed/manipulated.

Status Effects

We want to be able to have status effects, such as sleep, poisoned, paralysis, burned, petrified, frozen, etc. These can be inflicted through items/moves. We also hope to have some sort of items or moves that can cleanse these status effects.

Where: battle_common.h battle_moves.h battle_logic.h

How: We would want the combatant struct to have a field that marks if and what status they have been inflicted with. Additionally, we need functions to be able to inflict the affects of the status on stats and moves etc. In the battle_moves.h and battle_logic.h, we need to incorporate ways for items and moves to inflict status effects on the opponent. We also need to add some functions that would allow certain items or moves to “cleanse” status effects.

Move use counters (PP)

This will prevent a player from using a battle move after using it a certain number of times. This will encourage players to use strategy when in battle, rather than spamming the most powerful/effective attack.

Where: battle_structs.h

How: In battle_structs.h, there is a struct called move_t, which we can add a field to for this purpose. This field can count the number of moves left and once it reaches 0, you cannot use that move anymore. We can also have another field that has the maximum number of times you can use the certain battle move. This second field is useful in case there is an item that allows you to use a battle move more than you normally can (for example, you can use move “x” only a maximum of 5 times, but the item allows you to use it a maximum of 10 times instead).

Integrating Support for Temporary Stats with Existing Code

Support reverting item-based stat changes for things like temporary stat boosters that only take effect for the duration of the battle

Where: battle_logic.h

How: We will have to collaborate with and reach out to other teams to integrate our code for this functionality. Based on past documentation, we need to work with rpg_classes to do this.

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