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[refactor] New buff framework (player implementation)
Get rid of `iConditionBitFlag` in favor of a system of individual buff objects that get composited to a bitflag on-the-fly. Buff objects can have callbacks for application, expiration, and tick, making them pretty flexible. Scripting languages can eventually use these for custom behavior, too. TODO: - Get rid of bitflag in BaseNPC - Apply buffs from passive nano powers - Apply buffs from active nano powers - Move eggs to new system - ???
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@@ -118,6 +118,27 @@ enum {
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ECSTB__END = 26,
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};
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enum {
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ETBU_NONE = 0,
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ETBU_ADD = 1,
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ETBU_DEL = 2,
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ETBU_CHANGE = 3,
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ETBU__END = 4,
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};
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enum {
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ETBT_NONE = 0,
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ETBT_NANO = 1,
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ETBT_GROUPNANO = 2,
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ETBT_SHINY = 3,
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ETBT_LANDEFFECT = 4,
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ETBT_ITEM = 5,
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ETBT_CASHITEM = 6,
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ETBT__END = 7,
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ETBT_SKILL = 1,
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ETBT_GROUPSKILL = 2
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};
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enum {
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SUCC = 1,
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FAIL = 0,
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