ekolis / ekolis/FrEee

Scripted/pluggable damage effects

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#638 0 comments 0 reactions 0 assignees View on GitHub
enhancement idea
Dominant language
C#
Stars
86
Forks
14
PR merge metrics
No merged PRs in 30d

Description

**What do you want to see?**
Instead of damage effects being predetermined items that are referenced in DamageTypes.txt and associated with a value that specifies the strength of the effect, those effects could be defined in scripts or plugins, and then referenced in a similar way.

**How would it help players?**
Additional modding capabilities. Imagine a damage type that teleported the target to another sector - could be useful for mines!

**Alternatives**
???

**Screenshots and mockups**
N/A

**Things to consider**
How should these effects be defined in the data files? Should each effect have a single value associated with it, or a list of values similar to abilities, or should the values associated with it be defined by the effect itself like ECS components? Should they be defined as scripts or as plugins? Will there even be a distinction between scripts and plugins in the long run?

**Related issues**
* #159
* #339
* #381

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