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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.

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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
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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 ...
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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, ...
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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 ...
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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 ...
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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 ...
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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
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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
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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....
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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
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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
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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) ...
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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 ...
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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 ...
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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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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, ...
Vandarthul's user avatar
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1 answer
319 views

In Witcher 3, there are various potions that the character can consume. There seems to be potions that have various effects during their effect time: Restores a certain number of health points per ...
Martin Ueding's user avatar
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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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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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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 ...
Alex Stone's user avatar
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I am writing a computer version of the game Dominion. It is a turn-based card game where action cards, treasure cards, and victory point cards are accumulated into a player's personal deck. I have the ...
Apis Utilis's user avatar
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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 ...
lezebulon's user avatar
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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 ...
Mattia Manzo Manzati's user avatar
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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 (...
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Overview: Lots of games with RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit." ...
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Call of Duty games all have the core functionality of any FPS (walking around, killing, dying and repeat). Layered on top are various stuff. Of interest to me is during pre-game when you pick your ...
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