• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Condition Trait



Conditions in RPG20XX do indeed afflict the player like you would expect, but they can also have other uses. Conditions will be attachable to players as traits that only show under the status summary screen. These traits can add more uniqueness to players and enemies. For all the behavior beyond what you see here, you can have a script run every turn. For basic poison, it could be this:



It could be simple like this where it does 5% damage. It will automatically do popup damage during battle if Damage or Heal is called during battle so the user knows they're taking poison damage (or any damage healing during battle).

Posts

Pages: 1
Battler sprites, and now status conditions. Does this mean the battle system is going to be implemented in the next version?
There remains skills and items. It won't be in the next version, but it won't be far off at all.
Really excited about the status system! I've wondered before if conditions could be used as traits, now I can implement it much easier.

So what if I wanted to make the poison condition heal a character instead of damage them, but only if say the "zombie" attribute is set equal to true? I could just make an if statement checking the attribute and then heal or damage depending on the result, correct?

EDIT: Also, if I wanted more specified condition options similar to "Attack Enemies Randomly" and "Unable to Act", I could replicate effects like that using the code, correct?
I could just make an if statement checking the attribute and then heal or damage depending on the result, correct?


Indeed. You could also make Zombie a condition (that can be used as a trait for enemies) and check for that.

EDIT: Also, if I wanted more specified condition options similar to "Attack Enemies Randomly" and "Unable to Act", I could replicate effects like that using the code, correct?


Yes. All the stuff at the bottom are really just shortcuts. I may add more shortcuts later based on demand.
Yes. All the stuff at the bottom are really just shortcuts. I may add more shortcuts later based on demand.

Any chance you can instead setup a way for us to make our own shortcuts? :D
Technically you can put common subroutines in common events and just call them from wherever.

I am thinking of a way to label these programs so it can display "Poison (X)" or whatever so you know what effect is currently selected, and the ability to re-use effects.
Pages: 1