Commit graph

10 commits

Author SHA1 Message Date
Zed A. Shaw
bc557652ba The player now has some starting items to craft a first weapon, and it is craftable in the UI. 2025-04-26 13:18:43 -04:00
Zed A. Shaw
292711f91f Prep for the actually making ritual crafting work. 2025-04-26 02:21:59 -04:00
Zed A. Shaw
30997cbff5 Test rituals are now configurable in assets/config.json 2025-04-24 23:06:15 -04:00
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. 2025-04-24 13:43:57 -04:00
Zed A. Shaw
17d30e2ed2 Add a dump function and clean up some data. 2025-04-24 02:44:07 -04:00
Zed A. Shaw
5d924c764f Rituals can now be configured to have a kind and an element based on the results. 2025-04-24 02:03:18 -04:00
Zed A. Shaw
a342c53b02 RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. 2025-04-24 01:15:49 -04:00
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. 2025-03-16 00:46:24 -04:00
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. 2025-03-15 23:39:54 -04:00
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. 2025-03-15 22:30:10 -04:00