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Create buff-skill with 0% trigger/onHit chance and 3s cooldown which applies aspect of the shark
Mabe a general skill-type which gets the 'to be applied' buff as input?
Buffs which fall of after hit?
check for them on attack?
Coding/naming conventions
Naming style: 'camilleCase'
Class intern variables with leading '_': '_variableName'
Input variables with trailing '_': 'variableName_'
Temporary variables have no '_'
Variables/objects start with lowercase letter
Classes start with uppercase letter
Function definitions should end either with return or pass
ToDo-shortlist
For limited ailments the one with shortest remainign duration is removed not the oldest!
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Skills
Refactor skill-talents like character talents
Character
Split talents into classpecific files in subfolder
handle mastery differently and allow talent access to all class-trees within a class
Implement rotation system to incorporate stuff like Holy Symbols and Divine Aura as skills and not hard-coded
Modifier
Account for flat damage
Equipment-Manager
DualWielding: Weapon Aps is not a direct more multiplier for MeleeAttackSpeed. DualWielding averages both weapon ApS and applies the average as more multiplier
ArmourShred
Duration
In the end there should probably be two duration tracker; one on the player for buffs and one with debuffs on the enemy
Duration changes should check for minimum value -> smalles duration should be 0 because -1 identifies objects with infinite duration
Global modifiers like warpath's 'global more while channeling' should possibly be handled as an infinite buff
Skill attack start applies buff; end of skill attack removes buff -> all triggers get the buff but nothing used outside of warpath -> instant spells are a problem
Implement enemy class to handle enemy armour and resistances -> tracked by simulator and/or collection