Closed Eein closed 1 year ago
for testing appraisals, i'm already kind of doing that, but i dont have more than one appraisal to compare again - to avoid muddying stuff up i'll add that when i start adding more abilities
Edit i also forgot to remove the disable turbo at the end of CombatMash, so i'll do that here too..
This is just the base for this feature: Additional functionally will come later.
The purpose of this change is to provide a combat system that implements Utility AI to choose abilities and control the battle. This should be flexible enough to make decisions by value very easy; while also allowing us to plug in damage values later.
Currently only basic attacks are supported until we figure out timing attacks/defense.
A couple of changes are holdovers from #40
blocked by: