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At the moment, we have status-based effects from equipment allowing player stats to be raised or lowered by equipment type. However, we have limited things to just stat changes, AKA passive effects. We would like to also be able to create equipment that is non-passive, such as Regen or Drain effects.
My suggestion:
Since these are actual effects, we should try and use the normal effect supervisor for this. The appropriate graphic and negation logic should take place. This is unlike passive effects, which get calculated once before the battle starts and acts as the "base stats" for the character during the entire battle
To support this, allow a infinite-duration effect to be made.
before battle begins, simply fire off all of these types of effects into the effect supervisor.
The text was updated successfully, but these errors were encountered:
Hi,
I'll add that regen/drain effects should have their own update frequency, setup non-hardcoded within the status.lua file. Support for a parameter like 'update_every' should permit to trigger the update function only every N ms if given.
That way, restoring/draining should be very easy to script.
Ah, also such effects will also plague the concerned characters on map, preferably with applying the same function atthe same rythm. A lot of coding fun is awaiting. ;)
i'm currently in the process of designing this (on paper) while pushing small pieces when I'm rather sure of them. :)
I added support for the HP/SP regen/Drain by adding a 'update-every-ms' parameter in: 050cfec
This permits to trigger poisoning/regen only every several seconds or so, for instance.
I added support to run elemental effect in the effect supervisor and show them through indicators in: 747daf3
This will permit to properly handle elemental effects in battles as normal status effects.
I now need to implement (and I am currently doing it) support for elemental based magical atk/def to finish support of elemental effects. 6705a172221e4c (deharcoding the elemental status effect passive call is missing)
I'll need to move the status effects handling onto the GlobalActor class since I want the effects to be cross-used between the map mode and the battle mode. E.g.: A character is poisoned in battle, wins it, and he's still poisoned when walking on the map, and still poisoned when going back into another battle.
Note to self:
I think I'll specialize the status effect Apply() functions by adding a new ApplyPassive() function to handle the differenciation between active and passive effects.
Once all that stuff is done. I do think the elemental side of the engine will be not far from being complete. :D
At the moment, we have status-based effects from equipment allowing player stats to be raised or lowered by equipment type. However, we have limited things to just stat changes, AKA passive effects. We would like to also be able to create equipment that is non-passive, such as Regen or Drain effects.
My suggestion:
The text was updated successfully, but these errors were encountered: