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Implement fight map modifiers
- List all modifiers to implement
- Link modifiers to their fight backgrounds
- Find free to use artwork for modifiers that don't fit with any existing background
- Add odds for each fight background, depending on the modifiers linked
- Use these odds in a weighted random roll instead of pure random when generating a fight
- Display the map modifiers in play when viewing a fight
Hello, can I work in this issue?
Everyone can work on whatever issue they want to @MatejNota, but this one requires a lot of research beforehand, just a heads up. I updated the description with the steps to follow.
OK so I have some questions:
- What should the modifiers modify? Maybe something about brute stats? Or should they add some status effects?
- Should every backround have some effect? Or should I create new "fight backrounds"?
- Are these modifiers only for fights between brutes? Or does it apply to boss fights also?
I found these modifiers, are those the ones I should link to backrounds?
export const FightModifier: {
noThrows: 'noThrows',
focusOpponent: 'focusOpponent',
alwaysUseSupers: 'alwaysUseSupers',
drawEveryWeapon: 'drawEveryWeapon',
doubleAgility: 'doubleAgility',
randomSkill: 'randomSkill',
randomWeapon: 'randomWeapon',
bareHandsFirstHit: 'bareHandsFirstHit',
startWithWeapon: 'startWithWeapon'
};
No, these modifiers are those used for the daily modifiers that pop up from time to time. They are not linked to maps.
- The modifiers have to be created from scratch, and have to be logical for specific maps. For example, for a swampy map, reduce the speed by 50%, etc etc ...
- Some backgrounds should have modifiers, yes, whether they are existing or new ones. The main one(s) should not have any modifiers, so that getting one is rare.
- They apply on any fight
I did some research, and I am starting to work on implementation (for now only backend, no visuals). For now I will try to enumerate mapModifiers in prisma and see how will it affects fights.