Commit Graph

12 Commits (7c90eb6da1606bc8f87d805f1d5aecf76c1e5cdc)

Author SHA1 Message Date
Zed A. Shaw edf10c976a Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 4 days ago
Zed A. Shaw 14619558fa Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon. 1 week ago
Zed A. Shaw bc557652ba The player now has some starting items to craft a first weapon, and it is craftable in the UI. 1 week ago
Zed A. Shaw 292711f91f Prep for the actually making ritual crafting work. 2 weeks ago
Zed A. Shaw 30997cbff5 Test rituals are now configurable in assets/config.json 2 weeks ago
Zed A. Shaw ebb69dd589 Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though. 2 weeks ago
Zed A. Shaw 17d30e2ed2 Add a dump function and clean up some data. 2 weeks ago
Zed A. Shaw 5d924c764f Rituals can now be configured to have a kind and an element based on the results. 2 weeks ago
Zed A. Shaw a342c53b02 RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. 2 weeks ago
Zed A. Shaw 15bb69624b Rituals now work mostly how I want, and even prototyped the idea of a cursed item giving you a debuff and also boosting damage more. 2 months ago
Zed A. Shaw eeea3c794f The basic idea of using GOAP to figure out if combined items will produce a valid ritual, and what kind of things the ritual does, mostly works. 2 months ago
Zed A. Shaw 63f032ff12 BREAKING: First idea for the combat system but there's a bug in goap where I'm not removing closed parts or something like that. 2 months ago