Fully headless. Abilities and status effects run on the
:3917 server — no GPU.Abilities
AnAbility has a cooldown, mana cost, cast time, level/scaling, a TargetType (no-target, unit, point,
vector, aura), a behavior (active / passive / toggle / channeled / auto-cast), and an effect. Effects
compose: AreaDamage, Heal, SpeedBoost, Damage, SpawnProjectile, Dash, ApplyEffect,
ApplyCc (crowd control), AreaEffect, and Chain([...]). Entities hold an AbilitySet of slots Q/
W/E/R; abilities are typically attached via a hero definition.
Status effects
AStatusEffect carries a tag, a duration, StatModifiers (stat, op Set/Add/Multiply,
value), an optional TickEffect (DamagePerSecond / HealPerSecond / Custom), and a StackPolicy
(Replace or Stack{max}). The tick system counts down durations and applies tick effects.
POST /effect/cleanse removes effects by tag filter.
Endpoints
| Method | Path | Description |
|---|---|---|
POST | /ability/use | Use an ability slot (Q/W/E/R) |
GET | /ability/list/{id} | Abilities, cooldowns, mana, gold, level |
POST | /effect/apply | Apply a status effect |
GET | /effect/list/{id} | Active effects on an entity |
POST | /effect/cleanse | Remove effects by tag filter |
Status
- ✅ Ability cooldowns/usage, leveling, per-level scaling, channel state; status-effect durations, modifiers (set/add/multiply), DoT/HoT ticks, stacking, cleanse, crowd control — all shipped and headless, no stubs.
Ability & effect endpoints
Ability and status-effect endpoints with schemas.