Logo
Explore Help
Sign In
learn-code-the-hard-way
/
raycaster
1
0
Fork
You've already forked raycaster
0
Code Issues Pull Requests Packages Projects Releases 2 Wiki Activity
368 Commits
1 Branch
2 Tags
34 MiB
Tag: Branch: Tree: ad1d08ca96
master
version-0.1
version-0.2
Branches Tags
${ item.name }
Create tag ${ searchTerm }
Create branch ${ searchTerm }
from 'ad1d08ca96'
${ noResults }
Commit Graph

8 Commits (ad1d08ca96396b30c8b68c8566ae953b296326be)

Author SHA1 Message Date
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
Powered by Gitea Version: 1.17.3 Page: 187ms Template : 5ms
English
Bahasa Indonesia Deutsch English Español Français Italiano Latviešu Magyar nyelv Nederlands Polski Português de Portugal Português do Brasil Suomi Svenska Türkçe Čeština Ελληνικά Български Русский Српски Українська فارسی മലയാളം 日本語 简体中文 繁體中文(台灣) 繁體中文(香港) 한국어
Licenses API Website