Open SoulMuncher opened 1 month ago
@jdoleary
Won't run on headless:
TypeError: Unit.GetSpellDamage is not a function
at Object.<anonymous> (C:\Users\Jamis\Desktop\Spellmasons\headless-server-build\src\cards\poison.js:104:44)
at Module._compile (node:internal/modules/cjs/loader:1369:14)
at Module._extensions..js (node:internal/modules/cjs/loader:1427:10)
at Module.load (node:internal/modules/cjs/loader:1206:32)
at Module._load (node:internal/modules/cjs/loader:1022:12)
at Module.require (node:internal/modules/cjs/loader:1231:19)
at require (node:internal/modules/helpers:179:18)
at Object.<anonymous> (C:\Users\Jamis\Desktop\Spellmasons\headless-server-build\src\Upgrade.js:39:18)
at Module._compile (node:internal/modules/cjs/loader:1369:14)
at Module._extensions..js (node:internal/modules/cjs/loader:1427:10)```
This change is too wide-reaching and I am concerned about the impact of the balance of the game. We may revisit this idea later but for now I'm just modifying empower so that it's clear it doesn't impact players.
Reopening. Empower needs to be changed so it can't affect players but we'll keep the rest
@jdoleary Two things to do before we can pull the PR
Spell description variables already factor in the client player's stats, I.E. Slash deals X damage
, but the problem is that they initialize once on startup and never update after that, meaning any runtime change isn't reflected. They are locked at showing the base values. Do you have a good idea/fix for this? Is there a quick way to "recalc" or update the description whenever its accessed? Maybe if we change it to some kind of =>
function?
Closes #578
Spells now scale off of the player unit's damage stat via a damage multiplier, instead of having a constant damage value.
TODO
Extras Below