Status Effects 🔥
Status effects are divided into two main categories:
Debuffs:
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💡 (IDEASpecial mechanic to combust previous burn effects upon stacking). It will be shown with a 2️⃣ next to it.
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Buffs:
Status Effect Component: A component attached to each unit, responsible for managing the status effects applied to that unit.
VFX Component: Manages the visual representation of status effects.
Start Section, Loop Section, and End Sectionthat is ActivatedEffect Manager Component: Oversees all active effects on a unit, ensuring proper application, duration management, and termination of effects.
Stacking System: Handles the logic for stacking effects, including the special combustion mechanic for burning effects.
EffectSource is applied again, the duration of the burn is either reset or extended.BasicAttack and ActiveSkill) stack independently, each running its own course without interfering with the others.<aside> 💡 2️⃣ Combustion Mechanic Idea for stacking:
BasicAttack. When an ActiveSkill burn is applied, the remaining damage from the BasicAttack burn is dealt immediately, and the new ActiveSkill burn starts, ticking over time.
</aside>Variables:
EffectType (Enum): Defines the type of status effect (Burning, Stunned, Shield, etc.).Source (Enum): Determines the origin of the effect (Basic Attack, Active Skill, Ultimate, Environmental).BaseDuration (Float): The initial duration of the effect in seconds.BaseMagnitude (Float): The strength or intensity of the effect (e.g., damage per second for burning, shield strength).CurrentDuration (Float): The remaining time before the effect expires.
Stacks (Integer): The number of times the effect has been stacked.