Actor conditions and new item effects
Posted: Tue Mar 01, 2011 4:18 pm
For those of you that follow the updates on our project page at code.google.com, you have probably seen that I have commited some code for the new Actor Condition system (previously called temporary effects), and a new system for indicating effects of items.
I am starting to get to the point where the new system works as expected, and where it is testable by other people. If you know how to compile and run the game, please download from svn and give it a try!
The new system for actor conditions allows us to introduce conditions such as bless, poison and regeneration very easily. Adding new types of conditions is also very easy, so we can be creative in what types of conditions are possible. The conditions can affect combat traits, max HP or ap, or have some effect on HP or ap every turn.
The new item system allows us to do a lot more interesting things with items than what was previously possible. Now we can introduce different effects for equipped items, effects for when the item is used, and effects that are applied when a successful attack hit has been made, or a monster has been killed. The effects include modifications to combat traits, max or current HP, max or current ap, move cost, and conditions that are applied to the player or the target.
This allows us to make, for example, a weapon that on hit heals the player some HPs, and has chance of causing poison condition on the target.
Please give the new system a try if you know how to compile from svn!
I am starting to get to the point where the new system works as expected, and where it is testable by other people. If you know how to compile and run the game, please download from svn and give it a try!
The new system for actor conditions allows us to introduce conditions such as bless, poison and regeneration very easily. Adding new types of conditions is also very easy, so we can be creative in what types of conditions are possible. The conditions can affect combat traits, max HP or ap, or have some effect on HP or ap every turn.
The new item system allows us to do a lot more interesting things with items than what was previously possible. Now we can introduce different effects for equipped items, effects for when the item is used, and effects that are applied when a successful attack hit has been made, or a monster has been killed. The effects include modifications to combat traits, max or current HP, max or current ap, move cost, and conditions that are applied to the player or the target.
This allows us to make, for example, a weapon that on hit heals the player some HPs, and has chance of causing poison condition on the target.
Please give the new system a try if you know how to compile from svn!