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Entity/Core: Vitals, Spell Costing, Dash implementation #326

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@kirmmin kirmmin commented Oct 11, 2020

Contributes to #307, #308

Adds a few features on top of Vitals mapping:

  • Vital SpellEffect support
  • Innate costs (like Medic Cores, or Warrior's Kinetic Energy)
  • Dash consumes energy, and there is a regeneration method that works 100% as Retail.
    • RegenMultiplier work by recovering X% (based on regen value) of the maximum every 0.5s.
  • Unit & Player Events refactor

kirmmin added a commit to kirmmin/NexusForever that referenced this pull request Oct 11, 2020
@kirmmin kirmmin force-pushed the effects-vitals branch 2 times, most recently from 7387c99 to 242d4d9 Compare October 11, 2020 16:34
Converted Vital handlers to attribute cache

Removed unused method

Refactored Delegates to EntityManager

Innate Requirement check work

Innate cost requirement support

Added interrupt armor

Dash support

Regeneration update & timer
Unit & Player Events refactor

Tidy following PR review

Tidied up Dash Stat check

Removed Dash spells from AssetManager
Removed HandleDash method in Player
Updated MessageHandler to handle dash instead

Implemented Spell Lookup Manager
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kirmmin commented Mar 22, 2021

Refactored slightly to include the start of a Spell Lookup Manager. I don't suspect we'd use this for much else as the vast majority of spells are triggered from procs, which I really need to look into implementing - but that's a deep hole that I am not interested in looking into yet.

This is ready for review, @Rawaho :)

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5 participants