I'm trying to create a "Stun" status effect in my combat system. It currently uses a dynamic initiative system that shifts up the initiative order constantly, and turns are measured in terms of an amount of "action time" that runs while you are taking actions such as attacking or moving or using abilities. I'd like the Stun status effect to to block movement and ability use while on the target and to last for a few seconds. All of that is easy. I was able to adapt the "block" status effect from the tutorials. But I'd like the status effect to also cost action time while it lasts (i.e. it will prevent you from doing anything for 2 seconds during which you loose 2 seconds of action time as though you used an ability whose animation took 2 seconds to execute.) How would you suggest accomplishing this effect?
Otherwise, you can use a formula for the action time and e.g. reduce it if the effect is applied.
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Also, the Stun status effect is currently set to end after: time. but it appears as though that doesn't delay until the start of the persons turn, so usually the number of seconds it stuns the person have elapsed while other people take turns before the stunned target gets their turn in the first place. Is there a way to delay the status effects duration until the start of the victims next turn?
One way to solve this is to split it into 2 separate effects - one that's applied by attacks and one that handles the actual stunning.
1) Stun applied by abilities/etc.
End after Start Turn and applies the 2nd stun effect via the End Status Effect Casts. Doesn't do anything else (e.g. blocking actions, etc.).
2) Time-based stun.
Ends after Time, blocks actions, etc.
That should do the trick, though I haven't tested it.
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1. When is action time calculated if I use a formula? At the start of a characters turn or continually? For example, if I used the dual status effect system you described above and had the first status effect stackable, and the second one's duration set to 1 second, with recast set to add. Could I check the number of stacks of the first status effect in the action time formula to determine how much to reduce it by?
2. Is there a node that lets me convert the number of stacks of a status effect directly into a Float value? I know I can use a status fork node to do this with a lot of different forks, but then there would be a number of stacks it couldn't handle automatically.
2) No, currently not, you'll have to go the fork way :)
Also, you can limit the stack count via Set Max Stack to keep it simple.
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1. What if I want the status effect to last longer than 1 turn? E.g. same effect, but instead of the ability #1 end on start of the next turn, have it apply the other status effect on start of turn each turn? Similar to the poison status effect in the tutorial, but inflicting a status effect instead of loss of HP?
2. Alternatively if I have a "persistent area" ability (e.g. cloud of stunning gas) that triggers when people move through it, and therefore could stun someone in the middle of their turn, how would you handle that? Ideally it would apply X seconds of being blocked, during which you would loose action time, and apply on one of move-to or move-over for a cell... also probably be nice if I could limit it to only once per turn per combatant or something like that.
2) Hm, if it uses an event, you could e.g. use a Check Status node to check for Is Choosing or Turn State to see if the combatant is currently in turn and add the appropriate effect ... also, the Change Action Time node can be used to change the combatant's action time directly (since it can't influence the calculation of the already started turn).
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So, what you'd want to do is add cell events to the cells that should have some kind of effect. E.g. it could use an ability or just add/remove a status effect, etc.
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E.g. use a Store Grid Cells node to get the cells around the selected target combatant (or cell) you want to use and a Add Temporary Cell Event node to add the temporary cell event. The Store Grid Cells node can e.g. use battle range templates for this - the cells will be stored into found objects.
The temporary cell events can e.g. automatically be removed after a defined number of turns or time.
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