Add an `equippedItems` field to the CreatureType raw, which provides a chance for generating that creature with an item equipped, which goes into a new `inventory` field on the creature entity itself. Currently the creature doesn't actually *use* this equipped item, but it's a step. This commit also adds a broken-dagger equipped 90% of the time to the "husk" creature. Change-Id: I6416c0678ba7bc1b002c5ce6119f7dc97dd86437 |
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| .. | ||
| Data | ||
| Entities | ||
| Game | ||
| Generators/Level | ||
| Messages | ||
| Util | ||
| DataSpec.hs | ||
| GameSpec.hs | ||
| MessageSpec.hs | ||
| OrphansSpec.hs | ||
| RandomSpec.hs | ||
| UtilSpec.hs | ||