RapidGameFramework
Reusable Godot managers for data-driven small games
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action_effect_manager.gd File Reference

Data-first action, cost, cooldown, and effect helpers for reusable game logic. More...

Go to the source code of this file.

Namespaces

namespace  action_effect_manager
 

Variables

 action_effect_manager.DataCacheManager
 
 action_effect_manager.data_cache_manager
 
 action_effect_manager.action
 Load action definitions from a JSON file containing actions: [].
 
 action_effect_manager.id
 
 action_effect_manager.normalized
 Normalize one action dictionary into the framework shape.
 
 action_effect_manager.pool
 Return true when an actor/resource dictionary can pay every action cost.
 
 action_effect_manager.amount
 
 action_effect_manager.next
 Subtract action costs from a duplicated pool dictionary.
 
 action_effect_manager.Dictionary
 Return whether an action id is currently cooling down.
 
 action_effect_manager.action_id
 
 action_effect_manager.cooldown
 
 action_effect_manager.remaining
 
 action_effect_manager.type
 
 action_effect_manager.callback
 
 action_effect_manager.resolved
 
 action_effect_manager.availability
 
 action_effect_manager.next_pools
 
 action_effect_manager.next_cooldowns
 
 action_effect_manager.costs
 
 action_effect_manager.effects
 
 action_effect_manager.effect
 

Detailed Description

Data-first action, cost, cooldown, and effect helpers for reusable game logic.

Actions are save-friendly dictionaries. Games can use them for spells, cards, power-ups, consumables, enemy abilities, interaction tools, and future platformer/RPG actions without tying the framework to one combat model.

Definition in file action_effect_manager.gd.