Mummies and Amulet base Enchanting
So today, I finished up amulet based enchaning.
You can now use an amulet to imbue another equipped item with its modifier.
Even if it doesn't make sense!
Next up on the docket is to make "special moves" for different character types.
For example, I want a thief to be able to steal from you.
Or a ghoul to drain yer experience points.
So I started with a mummy who can infect you with a disease.
And so far I got the "choose what the enemy does" code pushed down into the character type descriptor, and now I can work on making the choice for infection.
I also did some cleanup. I realized that having completely separate code paths for getting health and energy don't make any sense. They were practically the same code.
So I put them in a statistics table, and i reference their values by an enum.
This also simplies some future stuff, as I was able to eliminate my whole goofy "endownment" idea.
Each character class gets a different statistic that powers their abilities.
A magic user gets mana. A cleric gets spirit. A thief gets guile. A fighter gets might.
A magic user uses mana to cast spells, a thief would use guile to pick pocket or move in shadows. A cleric uses spirit to turn undead. fighter uses might to do feats like cleave.
In other words, each class gets a class specific mana.
Get Abattoir of SPLORR!!
Abattoir of SPLORR!!
Explore the overworld! Explore dungeons! Die a lot!
Status | Released |
Author | The Grumpy GameDev |
Genre | Survival, Role Playing |
Tags | Dungeon Crawler, Exploration, terminal |
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