The RAIN guys are extremely helpful. They have the best API support I have ever experienced. Rarely have I had people write usable code I can use as almost drop in. The link below has links that explain the trees and their node behaviors.
The plan now is to tie together my combat code and the new nodes I wrote for RAIN.
I need the node to take the AI and go through the steps.
This is using an item. The item is made of up to 3 mods. Each mod has a “use” effect prefab.
The weapon effects have scripts. They are prefabs that are smart and know what to connect to. There will be a script that knows to connect x effect to the muzzle and fire a y effect down field. etc.
Mods need a use effect list (can be multiple). And Use Stage. (attack start,attack charge,attack fire)
When the item is going through its stages it looks at the mod effect lists and triggers any effects of that stage. When it triggers it passes in the AI and the item from which you can get the the game object and all items an effect may need.
Then the effect prefab itself does the rest.
The effect prefab detects hits and passes in the attacking AI and the hit AIs and the attacking item. The combat ensues, death or damage. Buffs are calculated to effect the damage then the damage is applied.
Here is more on the system plans