SPL Tactics Dev Log 4
Over the last day I've implemented several new mechanics as I work through all the different abilities. Ultimately my plan is to support at least 90% of Splinterlands abilities (some might simply be infeasible), and each requires some thought on how to properly adapt.
ACTIVE ABILITIES
First, I've developed the concept of "Active" abilities, which are abilities that will be used INSTEAD of "Attack". This includes abilities like Tank Heal and Cleanse, though I will likely also adapt some other abilities into Active skills (TBD exactly which ones).
AREA OF EFFECT
I implemented support for Blast, which has an area of effect. The splash damage affects tiles around the target tile.
HIT RATE SYSTEM
I implemented a fairly rigorous hit rate system which takes into account speed differential, distance to the enemy, and abilities (dodge, flying, blind) to calculate the hit rate and show it to you before you attack.
AURA
I used Blind as an "Aura" ability, which makes it so units within a certain number of tiles from the unit with the Blind ability received the "Blinded" condition.
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