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Equipment system

Requires implementation of the #3 first.

Implement modifiers of items. Should be still random, but every item increase the range.

Later potential features:

  • Fast items (chance to attack twice)
  • Critical hits
  • Slow items (chance enemy will attack twice)

Enemy builder

Implement the enemy builder.

Should set the following variables:

  • How likely it is to drop something
  • How many items it may drop (reroll whether it will drop for every potential item)
  • Set the health, depending on the range choose a random int from it
  • Set the damage depending on screen number

Later potential features:

  • Have enemy actually equip an item which modifies its damage, speed etc. just like for the player. Also inform the player with a message if the item is rarer than rarity X.

Go to location in room and act upon

Implement go DIRECTION to work so the player can go to a direction.

Should call the action function to determine what happens once the player reaches the Spawnable that is there.

Battle system

Implement battle system with enemy.

Use dice rolls (using <random>) to determine damage.

Inventory system

Implement the inventory system.

As items are dropped by an enemy or obtained from a lootbox, they should be equipable.

Have command inventory to show list of items the player currently possess.
Also inventory equip x to equip the item.

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