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[Feature] Generic secondary resources #54
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Looking into this - in theory we can add a new This would be rather intransparent I feel. We can define a cost - but may only do so if the cost can not be spend before the ApplyEffect method. In my opinion it's easier and more transparent to simply define a Thoughts? |
Yea I think I agree. Nerdegghead also mentioned it, as Spenders can have "variable" cost that can't be handled by SpellMods |
NerdEgghead
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I would also recommend ripping out the custom Holy Power resource implementation and replacing it with the new general framework as part of this PR. Now that we'll have the general version, we shouldn't keep any custom resource bars in the code anymore unless there's a good reason for it.
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Cleaned some parts up based on feedback here. Also replaced the holy power implementation to be based on the SecondaryResourceBar. Due to Divine Purpose I actually just implemented a light weight After touching the Holy Power implementation though, I guess we also need to provider proper APL support. |
…s/mop into feature/generic-resources
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With the Help of @1337LutZ APL support has been integrated now as well that dynamically resolves the resource name for the APL action. |
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Getting closer!
In my local pala branch I've actually cleaned up the DP proc logic a bit by having the holy power bar have a pub/sub for resource gain/spent, I can just do that on top of these changes later 🙂 seems like a useful thing |
And now I see you also added the pub/sub 😅 nice! |
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Alright - Chi is gone |
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Looks great, just added one additional comment.

Generic Secondary resources
This PR will enable generic secondary resources that can be configured for each individual Sim UI to reflect their respective resource.
Right now it can be used like this for example (note. the extra variable for ShadowOrb is just for taste and more expressivnes in the spell later)
in
shadow.goin
mind_blast.goWith a simple configuration like
The UI will display the generic resource accordingly.