Linked Questions
27 questions linked to/from What's a way to implement a flexible buff/debuff system?
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How to implement buffs / debuffs / temporary stat changes in an RPG? [duplicate]
Possible Duplicate:
What’s a way to implement a flexible buff/debuff system?
In the context of creating an engine for a RPG I want to implement a generic way to give effects / buffs / debuffs to ...
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4
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Architecture design in "buff-heavy" game? [duplicate]
I've been trying to wrap my head around this architectural design problem. Think of a game that has lots of spells and buffs (World of Warcraft, Diablo II etc), i.e. spells may cause buffs on ...
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2
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Powerup Best practices [duplicate]
In a turn based game each player has a set of properties, e.g attack, defence, speed and these can all be used to work out who should go first and how much damage should be dealt. That all works fine, ...
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c++ RPG - Handling buffs / equipment stats [duplicate]
I'm trying to develop a character calculator for a RPG, and it could evolve into a turn based combat / text based RPG. One of my concerns is how to handle the equipment stats / buff system.
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2
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Creating Gun objects with upgrades? [duplicate]
I have a series of guns in my game. I use the Gun class/object like this:
(Just an example)
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0
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1
answer
486
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Design patterns for effects between actors and technology [duplicate]
I'm working on my first game, and taking the opportunity to brush up my C++ (I want to make as much of it as portable as I can.)
Whilst working on the technology tree and how it affects actors (...
2
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0
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What should the data structure of a flexible ability system look like? [duplicate]
Hi guys I am currently working on a turn-based RPG that will require me to create numerous abilities with little overlap. I've been looking to other games to see how their ability and combat system is ...
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1
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What's a good way of implementing traits/promotions/buffs? [duplicate]
I basically need something that modifies existing code without the need to go back and change it. So for instance, if I have a game where the player or NPS can eat food to gain health back, and eating ...
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Is there such thing as a design pattern for game character attributes? [duplicate]
I'm toying with the idea of a character based game. The characters, robots, monsters, heroes (and weapons I suppose) will all have various attributes as per a D&D game for example.
They player ...
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0
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How to implement mutable functionality at runtime? [duplicate]
I am making a game in which the player character can gain traits that change how their character behaves in my world model or add functionality to it. For example, the character might gain the "...
2
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0
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How to implement a property with a base value and a changed value? [duplicate]
I have a number of stats and effects in game that are subject to change, they have some kind of base value and the current value. For stats, I implemented this in a dynamic way, but for less important ...
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most flexible way to implement a buff /debuff system for a RPG game [duplicate]
I'm making an RGP board game where I have different heros, each one of them belongs to some types
for example ("Aatrox" is a Dragon and a Ninja hence he belong to these two types),and each player has ...
13
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1
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Creating a Robust Item System
My aim is to create a modular / as generic as possible item system which could handle things like:
Upgradeable Items (+6 Katana)
Stat Modifiers(+15 dexterity)
Item Modifiers(%X chance to do Y damage, ...
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3
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OOP implementation of BUFFS and Stats. Suggestion
I am developing an MMORPG server using NodeJS.
I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a ...
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How to implement special weapon and armor effects (ex: vampiric, holy, damage shield, thorns)?
I'm working on the inventory system for my game, and am interested in how do I implement additional weapon and armor properties that are not just damage or armor?
If all I have is damage and armor, ...