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/*
1440x810 16:9 ratio
TILES IN PIXI : http://www.emanueleferonato.com/2014/02/26/complete-html5-concentration-game-made-with-pixi-js/
TEXTURE PACKER: http://www.codeandweb.com/texturepacker/features
hosted pixi.js: https://cdnjs.cloudflare.com/ajax/libs/pixi.js/1.5.1/pixi.dev.js
PIXI.JS DOCS: http://www.goodboydigital.com/pixijs/docs/
tween.js cdn: https://cdnjs.cloudflare.com/ajax/libs/tweenjs/0.5.1/tweenjs.min.js
Ideas:
materia unlocking, if materia is green based, maybe it takes the collection of 100 green, in game, to enable the materia
spells:
freeze gem on board (x turns) gem can not be destroyed for x turns
set fire to gem on board if gem is destoyed, it hurts player who destoryed it
shuffle row/col
gem is bomb (after x turns, it destroyes 3x3 grid)
hide gem, won't know what it is until a match
functions:
life based on level
base: 50
tweak: 2.25
lvl 0: 50
lvl 99: 499
function: round(tweak * (level ^ 2) / 50 + base)
elemental max based on mastery
function: mastery / 2
PLAYER:
EXPERIENCE
LEVEL (CALCULATED FROM EXPERIENCE)
GOLD CURRENT (LESS THAN GOLD MAX)
GOLD MAX (BASED ON LEVEL)
NAME
VICTORIES
LOSSES
CHARACTERS
INVENTORY
EQUIPMENT
MATERIA
cHARACTER:
ATTRIBUES:
RED MASTERY
GREEN MASTERY
YELLOW MASTERY
BLUE MASTERY
BATTLE
CUNNING
MORALE
EXPERIENCE
VICTORIES
LOSSES
EQUIPED EQUIPMENT
============================
Skill | Gem Type
============================
Earth Mastery | Green Gems
Fire Mastery | Red Gems
Air Mastery | Yellow Gems
Water Mastery | Blue Gems
Battle | Skull
Cunning | Gold
Morale | Purple Stars
ALL:
x% chance of an extra turn when matching.
x% chance of a wildcard when matching.
(MANA) ELEMENTAL MASTERY:
x bonus to maximum mana.
x bonus to starting mana.
(SKULL / RED SKULL) BATTLE (OFFENSE):
x% bonus to inflicted damage (from all sources).
(GOLD / WILDCARD) CUNNING (CLEVER):
x% bonus to wildcard effects.
x% bonus to experience/gold earned from defeated foes.
HIGHER CUNNING GOES FIRST
(PURPLE EXP) MORALE (RESOLVE):
x bonus to life points.
x% bonus to all spell resistance.
tiles
red
yellow
green
blue
purple (exp)
gold (money)
skull
red skull
wildcard
1. change array based to hash based board
2. use prototypes for every fucking thing
3. change graphics
Spells:
level
example:
lvl 1: destory tile, you receive nothing, turn ends
lvl 2: destory tile, you receive tile, turn ends
lvl 3: destory tile, you receive tile, turn does not end
lvl 4: same as lvl 3 plus double bonus
lvl 5: same as lvl 4 plus adjacent tile(s) destroyed as well
-----
lvl 1: - enemy hp (low), turn ends
lvl 2: - enemy hp (med), turn ends
lvl 3: - enemy hp (med), turn does not end
lvl 4: - enemy hp (med), + hp self (low), turn does not end
lvl 5: - enemy hp (med), + hp self (med), turn does not end
action
common:
lvl 3: turn does not end
items:
socketed or not
sockets 0 to 4
types:
helm
weapon
armor
accessory
req'd lvl to wear || WEIGHT
SEE items.html for table
Three states for items:
equipped
start game with this item
secondary equpped
can switch to this item during game at cost of one turn
inventory
can equip/sequip from this pool
socketable gems / spells:
** FINAL FANTASY STYLE
TYPE:
CASTABLE (HAS MANA COST)
AUTOMATIC (HAS MANA COST)
LINKING EX:
BEGINNING OF TURN (AUTOMATIC)(MANA COST 5 RED) --> DESTROY ONE RANDOM GEM (LVL 1)(MANA COST 4 BLUE + 3 RED) --> TOTAL COST (8 RED, 4 BLUE) TO FUNCTION
DIFFERENT EVENT TYPES HAVE MANA REQUIREMENT MULTIPLIERS
THE MULTIPLIERS WILL VARY DEPENDING ON SPELL FUNCTION (# VS % CHANCE VS X TURNS VS ETC)
SO THAT JUST CASTING A SPELL IS * 1
BEGINNING OF GAME IS FREE, END OF GAME IS FREE, WIN OR LOSE
SPELL CAST IS * 2
MATCH 4 OF A KIND IS * 1.25
MATCH 5 OF A KIND IS * 0.5
MATCH 6, 7, 8 IS FREE
EVERY TURN IS * 4
RECEIVE DAMAGE IS * 2
GAIN MANA IS * 5
EVENTS:
beginning of game
End of game
win game
lose game
beginning of turn
End of turn
max MANA reached
max MANA total (ex: +1 damage for every max gem pool)
spell cast by you
spell cast against you
4/5/6/7/8 of a kind match
damage to you any or by amount
hp %
enemy hp %
GAIN MANA
Conditions:
mastery (ex: +1 damage for every 5 green mastery)
# of gems on board (ex: +1 damage for every 3 exp on board)
# of levels
# of enemy levels
while under a spell (ex: poisoned)
while enemy under a spell (ex: poisoned)
//MAYBE SPELL MODIFIERS:
AMOUNT
% CHANCE ON NEXT TURN
X TURNS
SPELL TYPE:
function:(by # or % for value & % chance & FOR X TURNS)
+MANA SINGLE (ENRICH)
+MANA MAX SINGLE (AUGMENT)
+MANA ALL (PROMOTE)
+MANA MAX ALL (BOLSTER)
-MANA SINGLE (DISGRACE)
-MANA MAX SINGLE (discourage)
-MANA ALL (HINDER)
-MANA MAX ALL (obstruct)
-MANA leech same or other (leech)
Select or random / gain effects or not:
GEMS TRADE PLACES
substitution of gem (ex: 1 random yellow for 1 blue)
SUBSTITUE ALL (ALL BLUE BECOME RED, all skulls become +5 skulls)
destroy all gem of type
destroy row
destroy col
DESTROY AROUND
DESTROY SINGLE
destroy random gems (by number)
+exp (ACUMEN)
-enemy exp (INEPT)
+GOLD (PROFIT)
-ENEMY GOLD (STEAL)
+spell level (ENRICH)
+random spell level (REFINE)
random spell cost reduction (RESEARCH)
+ENEMY MANA COSTS (GRAVITY)
-YOUR MANA COSTS (LIGHTEN)
+hp (RESTORE)
+max hp (BOOST)
-enemy hp (POISON OR DIRECT DAMAGE)(POISON / STRIKE)
-enemy max hp (WEAKEN)
damage reduced (HARDEN)
reflection of damage (MIRROR)
damage applied to MANA pool (WALL)
protect against damage by % of time if you receive x damage (75% chance to block 3 damage when you receive 5 or more) (REFLEX)
DAMAGE APPLIED TO BOTH (LINK)
+damage (ENRAGE)
-enemy damage (SHRINK)
+resistance (RESIST)
-enemy resistance (POROSE)
+elemental mastery single (WISDOM)
+elemental masteries all (understanding)
-enemy elemental mastery (DAZE)
-enemy elemental mastery all (instability)
cast spell
remove statis effect (ex: removes poison) (HEAL)
extra turn (RISE)
SEAL ATTRIBUE (BIND)
-ATTRIBUTE (DRAIN)
POISON (-HP FOR X TURNS)
SEAL CASTING / SEAL AUTOMATICS (ENEMY CANNOT CAST SPELL FOR X TURNS)
GRAVITY (ENEMY MANA COSTS GO UP BY % FOR X TURNS)
SEAL MANA BY TYPE OR ALL (X TURNS)
SEAL RESISTANCE (X TURNS)
SEAL DAMAGE (ENEMY DAMAGE REDUCED FOR X TURNS)
DRAIN (-ATTRIBUE FOR X TURNS)
LINK (ENEMY DAMAGE APPLIED TO BOTH FOR X TURNS)
COUNTER (DAMAGE TO ENEMY WHEN YOU RECEIVE DAMAGE FOR X TURNS)
*/