Redesign skill system with upgrade trees and tier progression
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Major changes: - Created docs/skills.md with comprehensive skill system documentation - Rewrote skill-evolution.ts with new upgrade tree structure: - Upgrades organized in branching paths with prerequisites - Each choice can lead to upgraded versions at future milestones - Support for upgrade children and requirement chains - Added getBaseSkillId and generateTierSkillDef helper functions - Fixed getFloorElement to use FLOOR_ELEM_CYCLE.length - Updated test files to match current skill definitions - Removed tests for non-existent skills Skill system now supports: - Levels 1-10 for most skills, level 5 caps for specialized, level 1 for research - Tier up system: Tier N Level 1 = Tier N-1 Level 10 in power - Milestone upgrades at levels 5 and 10 with branching upgrade trees - Attunement requirements for skill access and tier up - Study costs and time for leveling
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37
worklog.md
37
worklog.md
@@ -633,3 +633,40 @@ Stage Summary:
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- UI for selecting and managing golems
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- Documentation updated
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- Lint passes
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---
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Task ID: 28
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Agent: Main
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Task: Fix level upgrade reset loop bug and add golem display to SpireTab
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Work Log:
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- **Fixed upgrade reset bug in commitSkillUpgrades()**:
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- Root cause: `commitSkillUpgrades()` was replacing ALL upgrades for a skill instead of merging by milestone
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- When selecting level 10 upgrades, it would wipe out level 5 selections (and vice versa)
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- Added optional `milestone` parameter (5 | 10) to the function
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- When milestone is specified, the function now:
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- Keeps existing upgrades from OTHER milestones
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- Only replaces upgrades for the CURRENT milestone
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- Updated type definition in GameStore interface
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- Updated SkillsTab.tsx to pass `upgradeDialogMilestone` when committing
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- **Fixed tier-up upgrade reset in tierUpSkill()**:
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- Root cause: `tierUpSkill()` was setting new tier's upgrades to empty array `[]`
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- When tiering up, all previous tier's upgrades were lost
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- Now copies current tier's upgrades to the new tier
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- Example: Tier 1's L5/L10 upgrades persist when becoming Tier 2
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- **Added summoned golems display to SpireTab**:
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- Imported GOLEMS_DEF and helper functions
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- Added Mountain icon import
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- Added "Active Golems" card that appears when golems are summoned
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- Shows each golem's name, damage, attack speed, and armor pierce
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- Displays attack progress bar when climbing
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- AOE badge for golems with area attacks
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Stage Summary:
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- Level 5 and level 10 upgrades no longer reset each other
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- Upgrades now carry over when tiering up to the next tier
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- Players can safely select upgrades at both milestones across all tiers
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- Summoned golems now visible in Spire tab during combat
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- Lint passes, pushed to git (e2671d7)
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