BE Impovements
- [x] Balance the damage and evasion.
- [x] Update Skills so they are no longer sorted by isinstance!
- [x] Prevent Super spells in buildings/jobs.
- [x] Improve basic AI to be less of a dumbass.
- [x] Infinite recursions prevention. (as part of this, Skip should restore Vitality)
- [x] Add New "status" skill that reduces Magical damage.
- [x] Make sure BE Events can influence at least some of the damage mechanics (required to make the above work).
- [x] http://www.pinkpetal.org/index.php?topic=1291.msg42843#msg42843
Optional:
- [x] Complex AI
- [x] Add UDD option for complex GFX overlay
BE AI:
Things to consider:
- [ ] Elemental affinities.
- [ ] Personalities (of AI).
- [ ] Intelligence (How smart it actually should be).
- [x] Healing/Reviving.
- [ ] Favorite attacks/spells?
- [ ] Test multiple scenarios to see if we get infinite loops anywhere.
- [ ] Moar???
AI during actual battles can be as complex as we like, during logical fights however we may wish to keep things simple for speed purposes so there prolly should be a proper variable.
This might be longer term:
- Haste
- Confuse
- Sleep
- Death
- Block
- Defend
- etc. etc.. etc...
by Dark:
- Damage over time with randint damage values for all elements. Like, burn for fire spells.
- Buffs and debuffs to battle stats. Attack, defense, agility, magic, crit chance.
Add shaking battle ground effect, when the whole screen shakes a bit for some time.
Xela: Done.
When you select a spell and then should select a target, you cannot see in gui anymore whose turn is it at the moment. Sometimes it's super confusing, and should be fixed.
Xela: Done.
TODO at some point: unique target_sprite_damage_effect for superior multielemental weapons like Excalibur