It's not easy to tell what's going on here, but I've got 2 attacks hitting the enemy right now. Before now, this was impossible, because a Mob was restricted to a multidimensional array of colors to draw itself, now, when it is hit, a list of Hits is also drawn onto the screen. This is to make having a partner more enjoyable to play, as you willn't need to take turns attacking. This did, however, increase the Mob's draw time considerably, I'll need to optimize it.
It's not easy to tell what's going on here, but I've got 2 attacks hitting the enemy right now. Before now, this was impossible, because a Mob was restricted to a multidimensional array of colors to draw itself, now, when it is hit, a list of Hits is also drawn onto the screen. This is to make having a partner more enjoyable to play, as you willn't need to take turns attacking. This did, however, increase the Mob's draw time considerably, I'll need to optimize it.
Also, the attack system takes into account constitution when attacking the skin layer, and dexterity to determine hit/misses
Good to see the combat system is improving.
Why not draw a hit as an entirely separate entity, like a little overlay class that you can also use if you want floating text/random GUI things? This would mean that the draw time of a mob would be unaffected by hits, although it would add more things to draw. It would also mean less potential bugs with things dying from one hit while taking a second hit. I'm not sure if this would speed up or slow down the game over all but it's worth considering.
That's how it worked previously, and it was slower, now instead of drawing the hit over the mob, it doesn't draw the parts of the mob covered by the hit. However, the new storage format's implementation in other bits of the code is slower.