UNPKG

torchlight-data

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torchlight data repository

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longer term refactoring plans refactor effects ------- option 1 skillSpecific spells buffs debuffs and move things like when struck/ foe struck to propertiers on the effect object effect object always needs a - target: who is this affecting? self? friendly? enemy? - when: {passive, cast, struck, striking enemy, each enemy in range} - equals(other Effect) - combineWith(other Effect): returns self if !equals(other), otherwise should combine into new effect object - toString() - isAffectedByPlayerLevel() option 2 offensive defensive support option 3 by effect type attack --nuke an actual projectile --nuke-strike an attack + spell --aoe spell something you can cast that is not associated with a specific player after casting -- support totems and shit -- summon buff a positive effect on you or friend, usually with duration -- damage -- armor -- skills -- pet antibuff a negative effect on you, a friend, or enemy, usually with a duration -- damage -- armor -- skills -- pet refactor spells ----- need to support "secondary" effects add a method to skills for getSecondaryEffects() and just return them there.