A Wizards Choice
I've been working on Wizards Choice again.
Added the code for making the robes and belt items work finally. Still working on bugs in them, but a lot of bugs have been fixed as well in the inventory, market, and items code. I should do a better job of tracking all of them, but I let the AI agents make notes in the docs and changelog of the github project so that's something.
The plan is to keep plugging through fixing the backend game mechanics code for the item and spell effects. Then Potion Crafting, and dungeon delving (fighting Magical Creatures). Then Progression and Stats overhaul. Then Spells overhaul.
Turns out that the spell overhaul and spell effects review go hand in hand.
Now that I have the CMX implemented and working, I need to move that up the priority list to be the focus for now.
After I finish the needed spell effects and spell edits, I need to repeat this process with the items, so there's an IMX that works like the CMX does to allow me to load the items from an xml file, edit/manage item cards, import/export the xml file, and push the changed version to the game server. And from there I can go through all the item effects and review/refactor as needed until the items are also in a better playable state and work as expected/expressed on the card.
Part of the problem with both spell and item effects though is there are some which are meant to effect character stats, but the character only has HP/MP and Max of each, gold, MP Regen, and EXP as stats currently in the code. I'd intended to implement my "The System" Stats system as part of a complex progression system. I am concerned that is too complex for my capacity to orchestrate and implement at the moment. But I don't think that is a good enough reason to shy away from it, just means that I have more work to do to get it done. Which is fine.