-- todo: add enums for status effects in global.lua require("global") magic = { }; --[[ statId - see BattleTemp.cs modifierId - Modifier.Intelligence, Modifier.Mind (see Modifier.cs) multiplier - ]] function magic.HandleHealingMagic(caster, target, spell, action, statId, modifierId, multiplier, baseAmount) potency = potency or 1.0; healAmount = baseAmount; -- todo: shit based on mnd local mind = caster.GetMod(Modifier.Mind); end; function magic.HandleAttackMagic(caster, target, spell, action, statId, modifierId, multiplier, baseAmount) -- todo: actually handle this damage = baseAmount or math.random(1,10) * 10; return damage; end; function magic.HandleEvasion(caster, target, spell, action, statId, modifierId) return false; end; function magic.HandleStoneskin(caster, target, spell, action, statId, modifierId, damage) --[[ if target.statusEffects.HasStatusEffect(StatusEffect.Stoneskin) then -- todo: damage reduction return true; end; ]] return false; end;