Rework spells #40

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opened 2025-03-28 11:00:21 +01:00 by kazhnuz · 0 comments
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Use a system a bit à la Pokémon :

  • t_spell.name : The spell name
  • t_spell.power : The amount of how much the spell will deal damage, heal, etc
  • t_spell.accuracy : Spell accuracy
  • t_spell.element : The element (affect weaknesses, etc)
  • t_spell.type : Physical, Magic, Mixt
  • t_spell.effect_kind : What kind of effect have the spell (call a special functions)
  • t_spell.effect_argument : An argument for the effect (what does it affect)
  • t_spell.effect_value : A value for the effect (how much it affect)
Use a system a bit à la Pokémon : - t_spell.name : The spell name - t_spell.power : The amount of how much the spell will deal damage, heal, etc - t_spell.accuracy : Spell accuracy - t_spell.element : The element (affect weaknesses, etc) - t_spell.type : Physical, Magic, Mixt - t_spell.effect_kind : What kind of effect have the spell (call a special functions) - t_spell.effect_argument : An argument for the effect (what does it affect) - t_spell.effect_value : A value for the effect (how much it affect)
kazhnuz added the
Kind/Enhancement
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High
labels 2025-03-28 11:00:21 +01:00
kazhnuz added this to the Code modernisation project 2025-03-28 11:00:21 +01:00
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Reference: game-projects/dragon-forks#40
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