scrom / Experiments

a NodeJS text adventure - deliberately coded badly to re-experience the pain of legacy code
http://mvta.herokuapp.com/
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implement armour and health boosts #26

Open scrom opened 10 years ago

scrom commented 10 years ago

allow a player to reduce damage if carrying/equiping some artefacts

scrom commented 10 years ago

See also issue around levelling up. Pretty sure the mision reward pattern will work well here but need to determine how to treat values as permanent or temporary and ensure and boosted attribute is only ever accessed thru 'read' fuctions so that we ensure consistent results.

A good example of this already in place is 'getAttackStrength' for creatures as this reads from weapons in inventory and root attributes in order to determine value.

I'd consider creating a new object type of armour or equipment for this. Armour wouod work by reducing incoming attack strength -notionally down to a limit of 0 but i couod see options for 'vampire' armour too! Possible not in an office-based example though

scrom commented 10 years ago

will want to implement "wear"/"remove"/"unwear" verbs to allow a player to put an item on. If they collect an item that is "better" than what they're already wearing and of the same type they should auto-wear it (unless it has limited uses). If they choose to explicitly wear something else, it should auto-unwear the original item (if of the same type).

Worn items should add to a players carrying weight but not their item carrying count.

If fully implemented a player should be able to wear:

scrom commented 9 years ago

see also issue #27 for similar comments

scrom commented 9 years ago

Health boosts from missions and medical equipment now implemented. That's as far as they need to go. Armour, attack strength and other attribute boosts would still be useful