Additional functionality for effects (Need Input) #7782
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UmeboshiXI
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I'm working on a PR to modify some effect behaviors for future mobskill functionality and would like some input on how it would best be handled cleanly/future proof.
Some mob skills have decaying effects that we need to handle somehow.
Example: "Molluscous Mutation" used by Xzomits.
Currently I'm using the Defense Boost subPower to handle the decay rate for testing purposes but there is also a special directional damage immunity mechanic already using subPower to calculate the angle for direction (See: a60f361).
I'm not currently aware of any mobs that use decaying Defense Boosts + Directional immunity mechanic so it may be possible to
split it based on if the effect has a tick rate > 0.
Maybe we could find a way to use subType param?
Or use a listener in a mixin?
Or if we don't care for flexibility we could hardcode/gate the decay rate based on mob pool/family for Xzomits and special cases.
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