You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Sep 19, 2022. It is now read-only.
Upon purchasing an item, the item will appear in the Leader's inventory after 10 seconds.
Weapons
Leaders have different competencies with types of weapons. For example, Archer-person might get bonus attribute when using any ranged weapon like a bow, slingshot or crossbow. Whereas if they equip melee weapons like a sword or an axe, they suffer an attribute penalty.
In iter-1 however we'll probably just set some Leaders to melee and others to ranged and entirely disallow them from using weapons not in their competency.
Armors
Straight forward attribute boosting, focused on damage mitigation.
Consumables
Items with limited number of uses. See for example Coffee.
The text was updated successfully, but these errors were encountered:
Player can purchase items for a Leader, using the Coins the Leader has in their inventory. Leaders do not share coins.
In iteration-1, a Leader will be able to equip only three items:
UI styling mockup:
UI elements mockup:
Resources:
Upon purchasing an item, the item will appear in the Leader's inventory after 10 seconds.
Weapons
Leaders have different competencies with types of weapons. For example, Archer-person might get bonus attribute when using any ranged weapon like a bow, slingshot or crossbow. Whereas if they equip melee weapons like a sword or an axe, they suffer an attribute penalty.
In iter-1 however we'll probably just set some Leaders to
melee
and others toranged
and entirely disallow them from using weapons not in their competency.Armors
Straight forward attribute boosting, focused on damage mitigation.
Consumables
Items with limited number of uses. See for example Coffee.
The text was updated successfully, but these errors were encountered: