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I think I've successfully implemented status effects . although I did just realize that the iterator will break if one gets removed and I need to fix that . guess I can just make a temporary list of those that need to be removed and then iterate over that afterwards
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there's still a few things to implement, notably enemy features like events or actual AI, but this battle system is looking nice so far
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there's still a minor issue with the turn order where someone gets two turns in a row, will need to look over that system again since it's not supposed to let that happen. not super duper important for now tho
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honestly enemy AI shouldn't be TOO difficult, for most enemies they can just follow a set pattern or have some assortment to pick randomly from, some with certain conditions like turn number or hp threshold, and different weights too, maybe the weights could also vary from different conditions too

I feel like the trickiest part of this is turning it into usable data. I can write a json file, sure, but I'll need to define a struct which it can then be converted into. that's harder. gotta make it rigid and shit, or it doesn't know what the fuck to do
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@sierra omg ai there's ai!! there's ai yayy I love ai yay!! i love
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