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- #StatusEffect.gd
- extends Resource
- class_name StatusEffect
- var pawn:Pawn2D; #the target
- var id:String;
- var display_name:String;
- var potency:int = 0;
- var count:int = 0;
- func apply(p:int, c:int):
- potency = p;
- count = c;
- #more pseudo code
- func remove():
- pass;
- #removes self from pawn statuseffect array
- #EVENT FUNCTIONS. (there's more, this is just a simplified list)
- func on_turn_start():
- pass;
- #decrease count. remove if count is 0
- func on_turn_end(): pass;
- func on_damage_taken(): pass;
- func on_damage_dealt(): pass;
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