Current entities w/components that have systems defined:
Items:
- relation_tag: IsIn
- tags: IsItem
- components:
- Name
- Count
- Position
- Graphic
- SpawnWeight
- AssignedKey
- Consumables
- ApplyAction - what function is called when consumed
- Potion: needs Effect
- TargetScroll: needs PositionSpell
- RandomTargetScroll: needs EntitySpell
- ApplyAction - what function is called when consumed
- Equipment (currently supports weapon/armor)
- relation-tags: EquippedBy, Affecting
- EquipSlot
- PowerBonus
- DefenseBonus
Effects:
- Healing
Creatures:
- tags: IsActor, IsPlayer (Only for player)
- components:
- Name
- Graphic
- HP
- MaxHP
- Attack
- Defense
- Speed - how quickly the creature regenerates action points
- RewardXP
- Passives
- Health / turn
- SpawnWeight
Combat:
- Stats
Plan for character balance: Create different character builds
- Warrior/tank - a melee focused build with high strength & constitution. Can deal damage & block attacks
- Rogue/ranger - a ranged focus build with high dexterity, crit chance & crit damage
- Mage/spellcaster - a ranged magic focused build with high intelligence, mana pool & spell damage
TODO - how to resistances fit in here?
- Any way to mix & match parts of a build
- Block works for physical attacks
- Evade works for physical + magic