Closed Loreinator closed 8 years ago
An idea for implementation:
Set mobile mode as a flag into the simulation core, and have the effects check the core for the proper multiplier to use. This would be a minimal impact on performance while obtaining the switchable multipliers we need.
Better setup:
EffectManager's string keys for each effect can have a final entry for the multiplier. This will be stored in an EnumMap inside the EffectManager, maintained like the odds are.
Then, the simulation core can be set with a copy of this map before starting, and from it the various effects can grab their multipliers. This should be a very minimal impact on performance while guaranteeing that config changes cause simulation changes (no hard-coded values).
Along with the changes for v0.3.28 there was the inclusion of a mobile mode. The ability multipliers need to be included in this new means of configuration.
See the ability data here for mobile and here for 3ds.