From 737a884a2185f0acaf00fb422fbd167143b8163a Mon Sep 17 00:00:00 2001 From: Lukas Krickl Date: Mon, 21 Jul 2025 09:20:31 +0200 Subject: [PATCH] TODO: added nots for spells and equipment --- TODO.md | 51 ++++++++++++++++++++++++++++++++++++++++----------- 1 file changed, 40 insertions(+), 11 deletions(-) diff --git a/TODO.md b/TODO.md index 191e152..14e55ae 100644 --- a/TODO.md +++ b/TODO.md @@ -9,19 +9,15 @@ ## Combat [x] Unit is selected based on the unit initiative queue -[ ] A unit may skip its turn (moved to end of queue) [x] Units have a move counter [x] Move counter should be 1 for most units [x] Display moves in UI for selected units [x] Each action consumes moves [x] Units are moved one tile at a time -[ ] Moving costs 1 move but if the tile has special flags it may cost more [x] When a unit is out of turns the next unit is selected [ ] Units can attack ranged or melee [ ] Melee works if unit is next to target [ ] When a unit moves away from an adjacent melee unit it can attack -[x] Units are selected in a queue of initiative -[x] Once the queue is empty it is reset [x] Units use state machines to update [x] Each unit's start state is a polling state [x] The polling state can either be player input or CPU input @@ -54,15 +50,10 @@ ## Units -[ ] Each unit has a ranged or melee weapon -[ ] Each unit has attack, health, and armor stats -[ ] Units can be affected by damage over time -[ ] Move unit with d-pad -[ ] A = attack in direction -[ ] Some units have melee or ranged heals. +[x] Move unit with d-pad +[ ] A/B = attack in direction [ ] Ranged attacks can be blocked by solid tiles [ ] Ranged attacks have a max range -[ ] Every unit has a pointer to a dialog tree which is a set of quesions and answers [ ] Units wake up when a player is too close [ ] Units inside a hidden map area only wake up when the area is uncovered @@ -104,3 +95,41 @@ [ ] Each level has its onw post generation step that can be run [ ] Each level has a hard-cided post step that places the exit to the next level [ ] Each level has a shortcut to town (previous entrance) + +## Classes +[ ] Warrior -> can wear heavy armor, long sowrds, axes, hammers, shields, bucklers, short sowrds, learn magic of circle 1 +[ ] Ranger -> can wear medium armor, short swords, bucklers, bows, learn magic of circles 1-2 +[ ] Mage -> can wear light armor, staffs, learn magic of all circles + +## Weapons +[ ] Regular weapons with just damage +[ ] Special weapons for each class +[ ] Cursed items +[ ] Weapon durability + +### Special weapons + +[ ] Worldbreaker -> hammer for warrior +[ ] Ranger General's Bow -> weapon for Ranger + +## Armor +[ ] Regular armor with just AC +[ ] Random enchatments for each stat +[ ] Cursed items +[ ] Armor durability + +### Special armor + +[ ] Robe of the archmagus -> for mage +[ ] + +## Spells (Circles 1-6) +[ ] Require minimum int to learn +[ ] Are learned and improved by book drops (up to level 16 for each spell) +[ ] Infravision (circle 1) -> uncovers all hidden rooms on the current map +[ ] Mana shield (circle 4) -> drains mana instead of hp based on current int stat +[ ] Fireball (cirlce 1) +[ ] Hearth (circle 2) -> teleports back to town +[ ] Poison strike (circle 3) +[ ] Lightning strike (circle 3) + -- 2.30.2