From: Lukas Krickl Date: Fri, 7 Mar 2025 14:06:22 +0000 (+0100) Subject: TODO: Added todo for new stats system X-Git-Url: https://git.krickl.dev/?a=commitdiff_plain;h=4382bd0f8b2bca50f801c50cc93991332d96c2cf;p=gbrg%2F.git TODO: Added todo for new stats system --- diff --git a/TODO.md b/TODO.md index e533bf4..fb582e0 100644 --- a/TODO.md +++ b/TODO.md @@ -47,36 +47,30 @@ This will allow us to avoid calling memcpy every time we load a new room. ## Combat -When an enemy is hit transition to tunr based combat. -Re-draw the entire screen and go to combat screen with the enemy hit. -The enemy's stats are determined by the current level + rng. -Fleeing is possible. -Some enemies might approach to player on their own to start combat! +Combat happens on the map. The player opens an action menu, selects an action and then presses a direction. -Combat options: +## Stats -- ATK -- DEF -- ITM -- RUN +Add stats menu that shows all the player's stat numbers. +The player can level up. -Some attacks might cost mana. +[ ] Change player stats to one of STR INT DEX. -Comabt should be a real time mini game not simple turn based combat. -Comabt should pop up in the center of the screen in a window where the minigame is played. +Meta-stats should be current hp and current mp. +They are required for gameplay reasons. +All other values should be calculated based on those. +ATK = STR / 4 + DEX / 8 +MP_MAX = INT / 4 +HP_MAX = STR / 4 +DEF = STR / 4 + DEX / 4 -## Stats +Stats should be 16 bit numbers. +Only the player has stats saved, actors are simply looked up based on type + floor. -Add stats menu that shows all the player's stat numbers. -The player can level up. ## Animations -Each actor and player will have a space in ram for animation data like timers. -This section will not need to be saved in sram and can be used for movement animations. -Each entity can use this memory for whatever code they might wnat to run during a frame. - -Add cursor around current active actor. +[x] Add cursor around current active actor. ## Item slots