Timeline for In a ES system, how one would implement/ deal with Modifiers?
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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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 |