What's Left? - ActionIV/pillar GitHub Wiki

v1.0

  • Dealing with Effects column (Erase, Steal, Critical)
  • Bugs
    • Confused character erects a shield barrier if a shield is the confused command prior to regaining sanity in that round. Comes from changing logic to allow barriers to occur at the beginning of a round instead of upon acting
      • Add a flag to ensure actor is not confused to barrier logic. If confused, no barrier
      • Could apply to counters, too
    • Clearing the command for a "regained sanity" character and replacing it with their initial command isn't working. This is only a problem for auto-rounds and can be managed with an input, but sucks for Surprise rounds since that uses the same logic
    • Ordering on Allies and All Enemies is based on initiative (sorted combatants list), not on presentation (party order and enemy groupings)

v1.1

  • Allow for reloading battles mid-sim. This will facilitate changing multiple commands (and participants) between rounds and without needing to exit the sim entirely
  • Throw error if player uses an ability with 0 uses
  • Consider adding a block property to the Actor class that is set when a shield or blocking skill is used. Check would then be against a defender stat instead of needing to dig through command logic during another character's turn. It would reset at the end of a round
  • Rework sim to remove "Player" and "Enemy". Restructure to use "not my party" and allow for multiple parties. Key to having multi-front battles and PvP (though PvP might still be functional based on targeting, but end of battle would not be automatic)
  • Rework stats so base stats are on "Players" sheet and simulator calculates current stats based on equipment?
    • Spreadsheet now does the work
  • Split Family into its own field on the "Weapon" sheet?
    • Similarly, allow for multi-element attacks? [Already can using the "contains" string logic with some rewriting]
  • Create variables for all static values (e.g. Race Bonus) to improve future update capability

Sticky Notes

  • Add MAGI to stat growth formula?
  • Change Healing AI to target most injured enemy? May be able to reuse frontOfGroup framework, but using current_HP
  • Make buffs that target a whole group? Would make some enemies far more dangerous without buffing players
  • Count meat eaten in some way? DS levels, too?
  • Rebuild Classes to use all instantiation logic like I did for the Command class
  • Add 20% of shield's Block chance to the chance of that player being targeted?
  • Adding enemies mid-battle disrupts the printing order. See "Populate Combatants" for the right logic
  • Regen needs to happen before poison to avoid killing since they are effectively happening at the same time
  • Should Regen look for highest percentage among skills that grant it in the case of multiple instances?
  • Add a resistance check to affectStat
  • Player attacks can target nothing at the beginning of a round. Is that okay?