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Finishing up what I was working on; valid actions and action target code is available and used by the AI. I'll be retweaking things shortly to be more casual-gamey; battle will go to its own .module, an API.php will exist, etc., etc.
Conditions are now special-er. Multiple conditions can be set, and they're clueTip'd into the mob's capabilities.
Descriptions added to mob capabilities; added as tooltips.
clueTip support added/required; descriptions now added to mobs.
Initial theme work, and defense/points added.
Structure updates, more docs for mobs.
Moving content into subdirs for media storage.
Battle now runs under E_ALL and E_STRICT. Woot.
Logs can be grouped by bundles; shared uids passed correctly.
Battles can be marked completed; winning user logged.
Mobs are no longer delete (condition: defeated). More helper functions.
Documentation. Yeah. You know I'm good for it.
AI as Drupal user, automated AI fills by ai.module.
Damage resolution and destroyed status moved to game_battle_damage.
Rudimentary game AI added; hook_game_battle_attack_start_alter added.
Moving attack, adding some hooks/docs. Last commit before some major battle changes.
README mostly.
Breaking stuff per new reorganization.
Detailing a game_log table.
Initial proof of concept for 6.x.
*** empty log message ***
Removing old files.
Adding blurb about world data licensing.
Adding blurb about world data licensing.
game.install replaces game.pgsql and game.mysql.
Moved from sandbox/morbus/game.
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