Open eric-ycw opened 10 years ago
well it'd be similar to that, most likely we'd define a buff/debuff object that has several properties like:
affectedStat: 'health',
duration: 10, // seconds
modifier: -1, // -1 per second,
particleEffect: 'poison_bubbles',
stackable: false
that configuration would be defined as "PoisonEffect" or something, and then each player/npc would have an array of effects that would get added to. during the game loop, it would loop through that array of effects and apply the modifier on the stat, play the particle, etc.
something like that
I was thinking, you know the older final fantasy games? In FFVI, when a player has a status effect, all black pixels are replaced with another color that signifies their status effect.
For instance, a protection spell will replace all black with a light yellow.
Could we implement that dynamically? Like instead of doing this for every sprite in the game, create a script that will allow this to occur on effect using JS.
using a pixel shader yes you can do things like that
That would be awesome. :D
From: Ben Sparks notifications@github.com To: ironbane/IronbaneServer IronbaneServer@noreply.github.com Cc: Kevin arthasthelichking@sbcglobal.net Sent: Tuesday, February 4, 2014 2:02 PM Subject: Re: [IronbaneServer] Buffs and debuffs (#470)
using a pixel shader yes you can do things like that — Reply to this email directly or view it on GitHub.
This topic has been thrown around a lot of times, and still haven't come to a conclusion. So buffs and debuffs are effects that can be inflicted by items, Npcs, triggers and blah. Maybe it would work like this(just a simple idea, I suck at coding):