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Entity/Core: Vitals, Spell Costing, Dash implementation #326
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Source/NexusForever.WorldServer/Game/Spell/GlobalSpellManager.cs
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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
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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Contributes to #307, #308
Adds a few features on top of Vitals mapping:
SpellEffect
support