Mage A casts fireball, and immediately after, Mage B casts air blast. Mage B's air blast is not created, but instead it changes to fire blast, dealing more damage than air blast would normally (and changing it's damtype to fire, among other things).
Mage A casts fireball. Mage B casts fireball immediately after. Both fireballs hit, except Mage B's fireball damage is augmented slightly because of a chain bonus (Target got hit with the same affect more than once in a round)
Mage A's fireball singes An Armed Guard. (97 dmg)
Your fireball chars An Armed Guard! (142 dmg) Chain x2!
Mage A casts a spell which damages an opponent multiple times, 3 or 4 hits in this case. The first hit deals normal damage and the subsequent three hits deal additional damage due to chain bonuses, each hit increasing a chain bonus.
Your meteor storm smashes An Armed Guard! (202 dmg)
Your meteor storm smashes An Armed Guard! (212 dmg) Chain x 2
Your meteor storm | CRUSHES | An Armed Guard! (222 dmg) Chain x 3
Your meteor storm PULVERIZES An Armed Guard! (233 dmg) Chain x 4
The way I envision this turning out is a complete replacement for both the affect_data and smaug_affect structures and systems with one unified effect_data class and systems.
Here's what I have so far, sort of coding by the seat of my pants right now(bad idea, I know), and would like some opinions on what little I've done. Get some ideas for other things to add and whatnot.
If I can get this up and working the way I want it will allow for ready made effects to be slapped onto targets at will, make any desired changes and forget about it from that point on.
So, any suggestions for other things to add in? Ideas on how I can handle telling the setting of the target applied to simply? Too many comments in the code? Anything? :)
Let the ridicule begin!
Thanks.