----------------------------------- -- xi.effect.DAMAGE_SPIKES ----------------------------------- ---@type TEffect local effectObject = {} effectObject.onEffectGain = function(target, effect) -- TODO: Is this non elemental damage? Physical? Fire? -- Why would SE use a separate status effects from blaze spikes if its fire though.. target:addMod(xi.mod.SPIKES, 1) target:addMod(xi.mod.SPIKES_DMG, effect:getPower()) end effectObject.onEffectTick = function(target, effect) end effectObject.onEffectLose = function(target, effect) target:delMod(xi.mod.SPIKES, 1) target:delMod(xi.mod.SPIKES_DMG, effect:getPower()) end return effectObject