// 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;
})();