Open huskies-legacy opened 6 years ago
I added an EffectModifiers dictionary to Entities and Onesies, which can contain keys to modify base damage before reductions are taken into account. We could build the type system on top of this?
For example, a Onesie of fire type could have an {ActiveEffect.Burning, 0.5f}
entry in their modifers to reduce damage taken from burning to 50%.
Or do we want to apply general types to physical damage effects as well? That's also possible.
Having types associated to onesies and monsters. Affects damage output.