Gameplans: Modularity of Mods

This doesn’t address the “reflect” problem. Supposing the Chi/chakra mod allows for magic combos, something which isn’t in Mechaenetia’s base. The idea is that multiple magic events are bundled together to make a single “combo” or spell. So the drain spell, if written to use this system, will look like this as an event

Drain combo (
1. decrease target magic by X
2. increase self magic by X
)

The reflect mod takes advantage of this combo system to reflect the entire spell back on the attacker - target and self would be switched throughout the entire combo.

Now, for compatibility, any magic event that doesn’t use the combo system explicitly is given a dummy spell wrapper to hold the one effect. The monster mod doesn’t use the combo system natively and so the monster’s drain spell is actually split in two.

Dummy combo (
1. decrease target magic by X
)
Dummy combo (
1. increase self magic by X
)

The reflect mod will look at each combo and, if an entity with “reflect” active is mentioned, will intercept the event. So it intercepts the first dummy combo, but not the second. The player’s “reflect” will only neutralize the monster’s attack.

~Max

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