๐Ÿ“ฃTriggers and Effects

Description of the Effects and Triggers System on a Game Server ๐ŸŽฎ

In a game server environment, "effects" are modifiers that are applied globally to all connected players. These effects require the intervention of an "executor" to activate them. This is where the "triggers" come into play, responsible for activating the effects. Similar to effects, triggers also have conditions and filters.

Effects: Global Modifiers ๐ŸŒ

Effects are tools that influence various aspects of the game. In this context, they stand out for requiring an executor to take action. An example of an effect could be modifying the health of entities in the game.

- id: multiply_health
  args:
    multiplier: 1.0
  triggers:
    - entity_spawn
  filter:
    entities:
      - "ZOMBIE"
      - "SKELETON"

In this case, the "multiply_health" effect multiplies the life of certain entities at the time of their appearance in the game. Notably, it is noted that some effects allow the implementation of filters, which are additional conditions applied to specific entities.

Triggers: Change Activators ๐Ÿš€

Triggers are the catalysts that launch the effects. These, in turn, can have their own conditions and filters. In the example above, the "entity_spawn" trigger triggers the effect at the moment an entity spawns in the game.

At the intersection of triggers and filters, the activation logic is defined. However, it is essential to understand that the relationship between triggers and filters is not always direct. For example, in the aforementioned case, it is not possible to add a filter of type "items" since the trigger is not correlated with said filter.

This dynamic system of effects and triggers provides significant versatility in modifying the playing experience, allowing precise adjustments based on specific conditions. The interaction between effects, triggers and filters adds an exciting strategic layer to game server development and customization! ๐ŸŽ‰

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