v1.2
Buff / Debuff System:
This week my focus was on creating the tools that allow me to create buffs and debuffs, i.e. spells that players or enemies can cast that temporarily effect character stats. Version 1 is complete, and I have a pretty versatile system that allows me to build these kinds of spells. For each buff/debuff, I can set the following parameters:
- Name and Description of the spell: These show up in the UI to let the player know what the spell is and what it does
- TargetType: The target options for a buff/debuff are {Hostile, Friendly, Self, All, AllHostile, AllFriendly}
- ReapplicationType: This determines what happens when a buff/debuff lands on a character that already has that buff/debuff. The options are {Refresh, Stack}
- TurnDuration: The number of turns the effect lasts. Optionally I can flag the buff/debuff as "UntilCured" and it will not fall off after a preset number of turns.
- Costs: How much HP, MP, and TP is required to cast the buff/debuff
- Stats/Amounts: Currently there are four stats: STR, INT, AGI, and Dodge. Each buff/debuff impacts 1 or more stats in a positive or negative way. It can be simple, like "Increases STR by 5" or more complex like "Increases INT by 10 AND Decreases Dodge by 5" or "Increase all stats by 5"
The system is flexible and easy to use. I built 16 different buffs/debuffs in a very short period of time to test it out. When the buff/debuff ability is added to a PC, it shows up in that character's "Special" sub-menu.
Testing it out:
To test the system, I've added a debug window to the left of the screen. When the user mouses over a character, the window displays that character's stats, and any status effects currently on the character. Here are some of the things I have been testing for:
- Is the buff/debuff being correctly applied to the right targets?
- If it has a cost, is that cost being properly deducted from HP/MP/TP?
- Is it refreshing / stacking as it should? (Note: currently ones that should stack have an (S) in their name and ones that are supposed to refresh have an (R))
- Is it modifying the right stats for the right amounts?
- Is it falling off after the correct number of turns? Is it staying on if it's marked as "UntilCured"?
- When the buff/debuff expires, are the effects properly reversed?
So far, it all seems to be working as intended! Let me know if you find any bugs.
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Legends of the Awakened
An homage to Old-school, turn-based RPGs
Status | In development |
Author | SDJedi |
Genre | Role Playing |
Tags | Singleplayer, Turn-based |
More posts
- Legends of the Awakened (version 3.0)Mar 10, 2022
- Legends of the Awakened (version 2.0)Dec 24, 2020
- Legends of the Awakened (version a1.5)Mar 11, 2020
- Legends of the Awakened (version a1.4)Mar 06, 2020
- Legends of the Awakened (version a1.3)Feb 07, 2020
- Legends of the Awakened (version a1.2)Jan 27, 2020
- Legends of the Awakened (version a1.1)Jan 23, 2020
- Legends of the Awakened (version a1)Jan 10, 2020
- v6Oct 26, 2019
- v5.4Oct 10, 2019
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