1 month ago

OK! Spelunking Combat update!

Stats are now taken into account in damage calculation for both NPC's and Mobs.


For now I'm using a modified version of FFVI's calc as I have no idea how best to make one from scratch X'D
I don't have all the same variables so it's not a great fit.

Enemies can now also have up to 3 skills, they can have an Elemental Typing, inflict a Status Effect, or an Additional Effect.

Enemies can miss based one NPC defence/resistance stats.

Also if they run out of MP they will attempt to recover a portion of their Max.

Been getting lots of nostalgia flashbacks to my Crescent Island days while coding this



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I now have Magic!

kinda.

Particle Collisions!

Could have done this by spawning a temp object to control the collision particles, or the over/under systems I use for some other particle stuff.

Instead I'm just using the trail system, but hiding the sprite and adding a death timer.

Hmm. Attack movement (for spells) set attacks to use if runSysTimer mod 10 == 0, instead of the if alreadyHit == false, to run the collision code.

Seems to work I should probably experiment to see how infrequent I can be with the trigger.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Woop!

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Ok! Footprint particles are all working again! Prioritises snow over the ground types. I should add a decay timer in case you stand still too long

Hey! In case people aren't aware, there's currently 3 Promo codes for Pokemon Go to get the Forces of Nature Quartet!

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Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Hmm, trying particles with my magic system. I don't think they really work with the Static Shocks spell.

Also adding a lighting effect, but it doesn't apply to the particles.

I tried, but the offset isn't updated Hmm.