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Dec 13, 2013 at 3:15 vote accept Oakcool
Dec 2, 2013 at 23:06 comment added House For sure. Each component should hold a list of the modifiers applied to it. Don't do anything like keeping the total, keep each modifier. You can make a modifier messaging system, that takes modifiers and broadcasts their specs, while each component listens for those messages and applies them to themselves. It's certainly something that can be worked around.
Dec 2, 2013 at 22:33 comment added Oakcool U might be able to solve that by having the ring hold multiple modifiers that apply to different kinds of entities(tag component, type component?)
Dec 2, 2013 at 22:25 comment added House The trouble areas I see are when you're applying modifiers. If you have an item that modifies attributes that are in multiple places (like a ring that adds +4 to damage of current weapon and +2 to character strength), it might be difficult to ensure that the modifiers get applied in all the right places. However, I think that can easily be solved with a nice messaging system. Just making sure you have a good solution to add/remove modifiers across multiple components.
Dec 2, 2013 at 22:19 comment added Oakcool I was going towards this approach. Can you think how it could break? I do have an implementation without ES that works quite well.
Dec 2, 2013 at 21:26 history answered House CC BY-SA 3.0