Pixel Dungeon
This community is a place to talk strategies, tell stories, or discuss anything related to Pixel Dungeon or its many versions.
Rules:
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1. No hate or adult themes of any kind: NSFW or illegal material, hate speech, personal attacks, harassment, doxxing, bullying, etc. are all strictly forbidden. Crude or offensive language should be kept to a minimum or avoided entirely.
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2. Posts must directly relate to Pixel Dungeon: All content posted must directly reference Pixel Dungeon or one of its variants in some form. Loose connections or similar nomenclature from irrelevant works do not count.
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- [MOD] - Posts by moderators about the community
- [DEV] - Announcements from a developer of a PD version
- [OC] - Self-made original content
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The items are the context. The point is that I don't want targeting behavior that changes and adopts one of several different behaviors depending on what item is used. I would rather have extremely simple targeting behavior that is correct in as many cases as possible and does not make circumstantial assumptions as to what the player wants (e.g. based on what item they're using). There is no way to add targeting behavior for these items/effects without making the logic far too complex, so instead it uses the same behavior as normal. The only alternative I would consider is turning off targeting entirely in these cases, but interaction-wise that pretty similar to leaving things as-is.
Jst add a button to toggle "smart targeting" on and off. Leave the current as default and make other 2 states: off entirely (doesn't even target) and smart targeting, it adds these QoL targets that CrayonRosary mentioned and I am too lazy to repeat (it's not laziness, it's just 8am and I am still awake, did not go to sleep yet) I think that'd make everyone happy and It'd be a nice QoL
Fair enough.
Thank you for continuing to update one of my favorite games. The priest so far has been a lot of fun to play!
Have a Merry Christmas!