local EffectManager = Object:extend() local itemutils = require "game.utils.items" local effectList = require "game.loot.effects" function EffectManager:new() self.itemdata = nil; end function EffectManager:getItemData(category, item) self.itemdata = itemutils.getItemData(category, item) end function EffectManager:applyEffects(character) for _, effect in ipairs(self.itemdata.effects) do local effectInstance = self:getEffectObject(effect, character) effectInstance:applyEffect() end end function EffectManager:getEffectStrings(character) local returnString = "No Effect"; if (#self.itemdata.effects >= 1) then local effectInstance = self:getEffectObject(self.itemdata.effects[1], character) if (effectInstance ~= nil) then returnString = effectInstance:applyEffect() .. "\n" end end if (#self.itemdata.effects >= 2) then local effectInstance = self:getEffectObject(self.itemdata.effects[2], character) if (effectInstance ~= nil) then returnString = effectInstance:applyEffect() end end return returnString end function EffectManager:getEffectObject(rawEffectData, character) local effect = itemutils.getItemEffectData(rawEffectData) if (effectList[effect.type] ~= nil) then return effectList[effect.type](effect, character) else return nil end end return EffectManager