| This thread is all of the relevant documentation for 13.EffectLib. Please refer all discussion regarding this thread to …
|
|
3 |
|
|
|
| EffectLib 2.0 is a full overhaul of the original EffectLib to be more condensed, easier to use, and in general better …
|
|
0 |
|
|
|
| Handle generic temporary combat effects efficiently and cleanly
|
|
0 |
|
|
|
| It would be nice to be able to specify that effects can be parent_typed to /obj so that they can benefit from the …
|
|
1 |
|
|
|
| EffectLib has been seeing extensive modification in the last several days thanks to my own private experiments behind …
|
|
2 |
|
|
|
| It might be useful to store the time that an effect was removed from the user's list of active effects by default …
|
|
1 |
|
|
|
| There are situations where you need to know why an effect went inactive. Per usual, any variable implemented as a …
|
|
1 |
|
|
|
| A minor update to EffectLib was released today, EffectLib 2.2 is now stable and undergoing testing. Fixes: effect.Add() …
|
|
0 |
|
|
|
| Code in Add() and Remove() could be handled a little better to handle child types that refuse to be added, and Remove() …
|
|
1 |
|
|
|
| Tick handling can be done a fair bit better. Ticks should be able to tick multiple times per frame if the tick …
|
|
0 |
|
|
|
|
1 |
|
|
|
|
1 |
|
|
|
| Cancel() should be brought in line with Expire(), in that active should not be set at the time that Canceled() is …
|
|
1 |
|
|
|
|
3 |
|
|
|