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