Hello,
I have a question regarding the stacking of status effects.
Is it possible to stack over 1,000 status effects without causing the game to lag?
In the game I am currently developing, I have implemented a status effect (referred to as SE from here on) that increases ATK by 2 per instance. To test whether any bugs would occur when stacking a large number of these SEs, I implemented an item that stacks 1,000 SEs at once. When I used this item during battle, I noticed delays in the player's battle animations and a lack of smooth transitions (e.g., fading effects) when switching from the battle scene to the field scene.
I believe the cause of these issues is the excessive number of stacked SEs. Would you agree with this assessment? If so, how would you suggest solving this problem?
One potential solution I have considered is implementing this effect as a status value instead of an SE. Since status values' local variables are presumably designed to handle four-digit integers, I could save the number of casts or stacks as a status value and reference it in the attack formula.
I would greatly appreciate your insights on the cause of the lag and potential solutions!!!
A way to still use the number of stacked effects is by using the Status Effect Count value type in number value fields (or using that in formulas calculating your values). This allows you to use the stack count of the effect as a value, so basically using the ATK effect stack count and multiply it by 2 (can be done directly in a value field via it's math functions).
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Thanks to your solution, I was able to resolve this issue.
It was the first time I learned that in the latest version of ORK3, the Status Effect Stack can be set to Single Instance.
Thanks to ORK3 and Makinom, I can smoothly proceed with RPG development.
Thank you again, and I look forward to your continued support.