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nerap

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A member registered Apr 19, 2024 · View creator page →

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yes.

(4 edits)

[…], the signal will execute its proper function to add a new generic stat status to the follower, and modify the new status base on the AddDamage and AddLife variables;

So a temporary status.

From what I gather a status is immutable. The “Ignore Trigger” is part of the signal creation interface, which is outside and doesn’t have a slot for “follower, who emitted this signal”. Even if the issue of ordering the status was solved, adding a status to the front, which creates a ton of new status to somehow track who got a “gain +x/+x” from whom, drives the system ad absurdum and creates some kind of cumbersome meta abstraction, which is beyond hacky. That’s asking for some functional programming big-brainism, which is probably waaaaaaaaaay out of scope as you said.

Thanks for the in depth explanation.

This game is really inspiring and by far the game I’ve played most on itch.

Also, a typo :D :

the status link will then force another copy of the status ~~are~~ to be created by “create status” signal to the caster.

P.S. A funny build that managed to reach level 58:

(5 edits)

I’ve not even considered the possibility of an infinite loop. Every follower could remember from whom he’s gotten stats within “A stat propagation iteration” and not gain stats, when he has already gotten stats from that follower this iteration. That would in my example lead to the following:

// Follower object structure:
//   First  element: is the identifier for a specific follower
//   Second element: follower stats after stat gain has been applied
//   Third  element: a list of followers this follower has gotten stats from (this stat propagation iteration)
// The Templar0 just attacked.
[Templar0 2/1 []] --(Templar0 +1/+0)-->
  [Familiar0 3/2 [Templar0]] --(Familiar0 +1/+0)-->
    [Familiar1 3/2 [Familiar0]] --(Familiar1 +1/+0)-->
      [Familiar0 4/2 [Templar0 Familiar1]] --(Familiar0 +1/+0)-->X
        [Familiar1 3/2 [Familiar0]]

Seems reasonable to me.

That sounds interesting. Can you roughly explain the cause of that constraint, as I’m also interested in developing card game rogue-likes.

BUG: Adaptive Familiar next to another Adaptive Familiar doesn’t get stats, when the first adaptive familiar gets stats from an adjacent follower.

Got it running. thx.

(1 edit)

I’ve downloaded the zip archive and added the luckylambda dist.

When loading the project, there the following Error is signalled during the load process of “ui.lisp”. (Using SBCL 2.4.9)

COMPILE-FILE-ERROR while
compiling #<CL-SOURCE-FILE "lispy-rogue" "src" "ui">
; 
; caught ERROR:
;   READ error during COMPILE-FILE:
;   
;     Symbol "EDIT" not found in the CL-LIBALLEGRO-NUKLEAR/DECLARATIVE package.
;   
;       Line: 17, Column: 24, File-Position: 614

Would be nice if you could help me troubleshoot the issue.

You talk like a therapist.

My emotions: A bit of sadness mixed with joy. The sadness obviously came from the story. And the joy from the fact that the ending was so sudden and out of character for a game, that it made me chuckle.

(1 edit)

?

That was my exact reaction to the end.

.

I've followed along using the raylib cookiecutter template.

In raylib I had to `texture-id` inside the `image` component, because `raylib::texture` would otherwise be wrapped.

Super Great guide and tools. Thanks for providing such quality resources to the Lisp community.