using Godot; using System; using System.Collections.Generic; public partial class Effect : Node { public List _trigger = new(); public List _expirations = new(); public Node2D _owner; public Effect(Node2D OWNER) { _owner = OWNER; } public virtual void TriggerEffect(Node TARGET = null) { } public enum Trigger { Movement, Collision, WallCollision, Death, Launch, Stop, BattleStart, BattleEnd, Critical, Defend, Time } }