We have enough components to make several abilities, and in this lesson will make a few more. Magic based abilities are often the most powerful in an RPG, so they need a way to be regulated. If players could use them freely the game would end up both boring and monotonous. There should be a reason for players to use different abilities at different times. In order to foster this kind of strategy, this lesson covers the use of magic and magic points.
Over the past several lessons we have implemented tempory implementations for the effect of an ability, such as manually implementing an attack damage estimation and application of the damage itself. In this lesson we will be providing a much more complete implementation which allows for very different effects ranging from applying damage to inflicting status ailments and which supports just about anything you would want to do.
One reader recently asked “how to make a shop that is capable of sorting items by various fields like cost, atk dmg, lvl requirement etc.”, so I decided to take a small detour and go ahead and provide a solution. In this lesson we will generate, view, sort, and buy items from a user interface.