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This week was not a big week for progress as we begin to wind down to finish up content on Conquering Ciros. The last of the content I had to work on was finally finishing the Crystal Superchargement code. Previously, the code for Supercharging had already been written but its implementation was blocked by a bloated crystal/buff movement system. Now that that was out of the way, I should have been able to just move code into the new system.
This unfortunately did not account for if the crystal that was selected was already supercharged, so a supercharge use would be lost trying to supercharge an already supercharged crystal. But the basic structure was right. First we check if we have selected a Buff object and placing it on a Crystal object. If so, is the Buff a supercharge? If it is, supercharge, otherwise apply the buff. Instead we need to also check if the crystal is already supercharged and if it is not, then the buff must not be a supercharge buff. If none of those are true, do nothing; leaving the supercharge buff alone so the player can choose a new placement.
This is what that looks like. Along with this was a check for whether or not the supercharge buff object should even be spawned. This was progress that was mostly made last week though, so I won’t cover it here.
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