Submissions from 2018-01-21 to 2018-01-22 (2 total)

Pretty productive day all around:

  • The action-cost mechanic was a little over zealous. It consumed the action cost of the ability as soon as you selected it, even if you aborted it and chose a different ability later. Now, the ActionPool is passed to the ability, and the ability can decide when to consume the action points. For targetable abilities, this won't happen until you choose a valid target.

  • Converted HP to the same class as the action point pool. Also added a red UI representation.

  • Added the concept of PassiveTraits. These are things that, unlike Abilities, don't consume a turn. Though, they may 'tick' every turn like Abilities. I've derived one implementation so far, ActionRegenTrait. It simply gives the player 1 action point back at the beginning of every turn.

I finally finished testing buffs, now I have a problem that I kind of know how to fix, needs some more mental work.

See the changes here:
https://github.com/Papiertig0r/Alchemy/commit/4d7fa9b9e729ed4e37115b28a2035bbb4550bfbe