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Questions tagged [effect-modifier]

An effect modifier is a modular rule that changes the behaviour of other game content, like a buff/enchantment that makes a character stronger (or debuff/curse that makes them weaker), adds new gameplay abilities & behaviours, or changes how an existing rule works.

1 vote
3 answers
245 views

Handling status/effects on a turn based RPG game

I have managed to create a state machine for my game core, like on turn start, on turn end, and another one. Now lets talk about effect/status. For generic effects such boosting stats for certain ...
Cryptoboink's user avatar
0 votes
1 answer
282 views

How to implement something like Noita's spell system?

Does anyone have any insight or at least a guess as to how the spell system works in Noita? The game is done in C++, and it has spells that can be modified with other spells and spell modifiers that ...
Spoon's user avatar
  • 11
4 votes
3 answers
3k views

How to avoid cycles when one character stat can be enhanced by another?

I am creating an ability system in Unity and it is currently able to update base values of stats and keep track of persistent buffs/debuffs while taking operation order into account (Add, Increase, ...
Psycho ZXC's user avatar
7 votes
3 answers
2k views

How do you determine what order to process chained events/interactions?

I'm trying to write a top-down tactics RPG game in python, and run into the first major decision I can't make with my limited knowledge of RPG fundamentals. In our game you create a team of characters ...
John P's user avatar
  • 173
3 votes
1 answer
859 views

How to store condition dependent item information in JSON

I'm developing a RPG-game. After searching about various ways to save item information in RPG-game, I determined to save information in JSON files. The problem is that in my game, some equipment's ...
evol1102's user avatar
0 votes
1 answer
108 views

Order of interface used for GetComponent

I'm trying to make a dynamic buff system, where each component is manipulating the base value of the skill. Those components should be executed in a certain order but the order within the same type ...
Zibelas's user avatar
  • 4,722
0 votes
0 answers
135 views

Best architecture for describing interaction between spells

Interactions serve as retroactions. I'm currently looking the best way to describe interactions between different abilities. For instance, if we take a fire ability and a water one, a lot of different ...
Joe Mom's user avatar
1 vote
2 answers
1k views

Formula for stacking percentages to keep them from getting out of control

I have a game that has a mechanic, where a specific class can stack what are called "life stealing enchantments" to steal greater amounts of health from the enemy depending on the type of ...
Kyle Adams's user avatar
0 votes
2 answers
263 views

How do you create a power-up system that isn't welded to the Player script?

I have various powerups in my game that do different things. They are handled through ScriptableObjects for their UI sprites, descriptions, names, duration, etc. They have a begin, tick, and end state....
baiomu's user avatar
  • 113
0 votes
1 answer
425 views

How do I create a powerup that affects speed for a limited amount of time?

I am looking to create a powerup such that when the "playership" object collides with it will affect the playership's speed for a few seconds, let's say 30-60 seconds. I cannot seem to ...
sketcherskt's user avatar
1 vote
1 answer
200 views

Should state and behavior be combined for Buffs? Cannot decide between data-driven and OOP approach

I'm writing a 2D roguelike that uses an Entity Component System and I'm having trouble deciding between the traditional OOP approach versus a data-driven approach to implementing buffs and debuffs. ...
Ryan Peschel's user avatar
3 votes
2 answers
1k views

Implementing Runescape-style stat-based conditional buffs within an ECS

Prologue I'm quite new to data oriented programming and my goal is to implement a Runescape-style stats & damage mechanic in a data oriented styme. This is quite a complex topic (Runescape-Mechanics) ...
Lars's user avatar
  • 31
0 votes
1 answer
336 views

Attaching scripts which trigger on specified events to objects

I'm new to Unity and C#. For concreteness, I'll phrase the question in terms of building a TCG like Magic: the Gathering or Hearhtstone, although the method seems of more general utility. Suppose we ...
Sal's user avatar
  • 103
2 votes
2 answers
425 views

Modify the effect of a card being played

I'm trying to recreate a simple card game. Each played card has an action (draw extra cards, peek at draw stack, eliminate an opponent card, etc). Once played, it goes on a stack, and the card effect ...
Zibelas's user avatar
  • 4,722
2 votes
2 answers
436 views

Effect Replacement System

I'm working on a turn based rpg and have an action/queue system setup that I'm happy with. However, I am having trouble implementing a feature and I am here for some advice. I want to have effects/...
Chris Uchytil's user avatar

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