2010/09/14

September 14, 2010

Buffs and Debuffs

These buffs/debuffs are planned for my game:

These buffs/debuffs have to be stored in StatBlocks. The routine that gathers renderables should check each active StatBlock. Each of these types will have an associated icon. If they do have an animation (e.g. Shield), the animation info is stored in StatBlock. The sprites will be stored in PowerManager.

Other animations happen over the player when casting a new spell (e.g. Heal, Return). These could be simply handled as non-damaging Hazards.

Finally, some animations happen upon impact (e.g. blood spurt, electrical sparks). These can also be non-damaging Hazards created during the TakeHit() routines of Avatar/Enemy.

Actually, all after-effects should be applied by TakeHit(). Usually these will be debuffs set to the StatBlock.

Powers Analysis

Taking a look at each power and how they operate.