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Battle Improvements #237

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Eein opened this issue Apr 19, 2024 · 1 comment
Open
1 of 3 tasks

Battle Improvements #237

Eein opened this issue Apr 19, 2024 · 1 comment
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@Eein
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Eein commented Apr 19, 2024

  • actually scan for and use the correct character when determining targets - ex: this will fix zale getting confused with sunball
  • make an additional battle ui that shows what it THINKS the menus are its referencing. This way it should match whats in game; this will be useful when new abilities are gained and whatnot - then instead of relying on id's i can just use them to know if i'm in a menu or not and make assumptions on selecting abilities and what not - also testing outside the tas should be really simple when building this logic
  • add better visibility for the combat state machine, where does the system think its at right now? is there a better way to track execution?
@Eein Eein self-assigned this Apr 19, 2024
@Eein
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Eein commented Apr 20, 2024

Encounter

  • Controller: Controller - move factory from combat controller to here.
  • Enemies[]
    • Enemy
      • name
      • uuid
      • guid
      • stats
        • hp
        • mp
        • etc
      • location
        • x,y,z
      • nearbyTargets (calculate by location, determine what signifies chaining)
      • currentCast (calculate current ability)
        • Ability (hardcoded abilities?)
  • Characters[]
    • Character
      • name
      • uuid
      • dead
      • attack
      • skills:
      • combos

Goals:

  • make skills/combos determine their availability and index on their own; for example a combo will be 'usable: false' if the other combo char is dead. It will use the encounter to determine this state
  • build this independently from the existing system, so it can be plugged in later.
  • Abstract application code away from the memory code - no logic should be there.
  • have reasoner make better decisions by pulling logic to it instead, this make it easier to consume. (ie. dead = true, do not consider it)
  • be able to hardcode logic we dont have in memory.

More thoughts to come.

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