{"action":"closed","issue":{"url":"https://api.github.com/repos/CJPoll/exorcist/issues/3","repository_url":"https://api.github.com/repos/CJPoll/exorcist","labels_url":"https://api.github.com/repos/CJPoll/exorcist/issues/3/labels{/name}","comments_url":"https://api.github.com/repos/CJPoll/exorcist/issues/3/comments","events_url":"https://api.github.com/repos/CJPoll/exorcist/issues/3/events","html_url":"https://github.com/CJPoll/exorcist/issues/3","id":179007703,"number":3,"title":"Character inventory","user":{"login":"CJPoll","id":1310084,"avatar_url":"https://avatars.githubusercontent.com/u/1310084?v=3","gravatar_id":"","url":"https://api.github.com/users/CJPoll","html_url":"https://github.com/CJPoll","followers_url":"https://api.github.com/users/CJPoll/followers","following_url":"https://api.github.com/users/CJPoll/following{/other_user}","gists_url":"https://api.github.com/users/CJPoll/gists{/gist_id}","starred_url":"https://api.github.com/users/CJPoll/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/CJPoll/subscriptions","organizations_url":"https://api.github.com/users/CJPoll/orgs","repos_url":"https://api.github.com/users/CJPoll/repos","events_url":"https://api.github.com/users/CJPoll/events{/privacy}","received_events_url":"https://api.github.com/users/CJPoll/received_events","type":"User","site_admin":false},"labels":[],"state":"closed","locked":false,"assignee":null,"assignees":[],"milestone":{"url":"https://api.github.com/repos/CJPoll/exorcist/milestones/2","html_url":"https://github.com/CJPoll/exorcist/milestones/Combat%20Engine","labels_url":"https://api.github.com/repos/CJPoll/exorcist/milestones/2/labels","id":2025559,"number":2,"title":"Combat Engine","description":"Backend for running a combat encounter.\r\n\r\nAcceptance criteria:\r\n\r\n1. Each actor performs it's action in turn.\r\n1. Turn order is determined by an algorithm over stats\r\n1. Each actor can perform a single action on its turn.\r\n1. An \"action\" can consist of an attack on a single actor, supporting a single actor (i.e. Healing), or a non-action.\r\n1. An actor belongs to exactly one of two groups - \"allies\" or \"enemies\"\r\n1. A player cannot control the actions of an enemy\r\n1. A player controls all allied actors\r\n1. A player has no time limit on deciding a controlled actor's action\r\n1. An enemy randomly chooses an action (may or may not be weighted)\r\n1. An enemy's attack action always targets a player-controlled actor\r\n1. An enemy's support action never targets a player-controlled character\r\n1. Positioning has no mechanical effect on actions\r\n1. Damage to an actor is calculated from the stats (BMS) and equipment of the attacker and the defender\r\n1. When an actor's life resource is depleted, it is removed from combat","creator":{"login":"CJPoll","id":1310084,"avatar_url":"https://avatars.githubusercontent.com/u/1310084?v=3","gravatar_id":"","url":"https://api.github.com/users/CJPoll","html_url":"https://github.com/CJPoll","followers_url":"https://api.github.com/users/CJPoll/followers","following_url":"https://api.github.com/users/CJPoll/following{/other_user}","gists_url":"https://api.github.com/users/CJPoll/gists{/gist_id}","starred_url":"https://api.github.com/users/CJPoll/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/CJPoll/subscriptions","organizations_url":"https://api.github.com/users/CJPoll/orgs","repos_url":"https://api.github.com/users/CJPoll/repos","events_url":"https://api.github.com/users/CJPoll/events{/privacy}","received_events_url":"https://api.github.com/users/CJPoll/received_events","type":"User","site_admin":false},"open_issues":3,"closed_issues":4,"state":"open","created_at":"2016-09-24T02:52:32Z","updated_at":"2016-09-26T01:52:01Z","due_on":"2016-10-07T00:00:00Z","closed_at":null},"comments":1,"created_at":"2016-09-24T03:20:23Z","updated_at":"2016-09-26T01:52:01Z","closed_at":"2016-09-26T01:52:01Z","body":"Acceptance Criteria:\r\n1. A character should be able to hold up to N (i.e. 10) unequipped items\r\n1. A character should be able to equip at most a single weapon\r\n1. A character should be able to equip at most a single piece of armor in any given slot\r\n1. Adding a piece of armor should immediately apply all bonuses that piece of armor provides\r\n1. Removing a piece of armor should immediately remove all bonuses that piece of armor provides.\r\n\r\nWe need to decide how many pieces of armor there should be in a set.\r\n\r\nPossible ideas:\r\n\r\n1. A single slot for the entire suit of armor. Simplest solution.\r\n1. 2-4 slots (head, chest, legs, shoulders?)\r\n\r\nI don't think we should support rings, jewelry, or other equipment in this iteration.\r\n\r\nThoughts? Observations? Disagreements?"}}
{"actor":{"display_login":"CJPoll"}}