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// Spell.js
//console.log("Loaded Spell.js");
(function () {
  /*global adventurejs A*/
  "use strict";

  // for inspiration, see:
  // https://rpg.stackexchange.com/questions/195322/what-happens-if-you-drop-a-30-foot-cube-of-water-from-a-height-of-30-feet-on-so

  /**
   * @ajspath adventurejs.Atom.Asset.Intangible.Spell
   * @augments adventurejs.Intangible
   * @class adventurejs.Spell
   * @ajsconstruct MyGame.createAsset({ "class":"Spell", "name":"foo", [...] })
   * @ajsconstructedby adventurejs.Game#createAsset
   * @ajsnavheading MiscAssetClasses
   * @param {String} game_name The name of the top level game object.
   * @param {String} name A name for the object, to be serialized and used as ID.
   * @summary _
   * @classdesc
   * <p>
   * <strong></strong>
   * </p>
   * <h3 class="examples">Example:</h3>
   * <pre class="display"><code class="language-javascript">
   * </code></pre>
   **/
  class Spell extends adventurejs.Intangible {
    constructor(name, game_name) {
      super(name, game_name);
      this.class = "Spell";

      this.onCastSpell = function Spell_onCastSpell() {};
      this.doCastSpell = {};
    }

    validate(game) {
      super.validate(game);
      return true;
    }
  }
  adventurejs.Spell = Spell;
})();