torchlight-data
Version:
torchlight data repository
61 lines (42 loc) • 1.25 kB
Plain Text
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.