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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Best architecture for describing interaction between spells

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 ...
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2 answers
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Formula for stacking percentages to keep them from getting out of control

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 ...
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How do you create a power-up system that isn't welded to the Player script?

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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How do I create a powerup that affects speed for a limited amount of time?

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 ...
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Should state and behavior be combined for Buffs? Cannot decide between data-driven and OOP approach

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. ...
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ECS - Stats, damage-types & damage calculation

Prologue Im quite new to data oriented programming and my goal is to implement a runescape stats & damage mechanic. This is quite a pretty complex topic : [Runescape-Mechanics][1] and i havent found ...
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Attaching scripts which trigger on specified events to objects

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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Effect Replacement System

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/...
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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 votes
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How would one program potions that can change virtually every aspect of the character?

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 ...
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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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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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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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10 votes
3 answers
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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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3 votes
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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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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 (...
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9 answers
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What's a way to implement a flexible buff/debuff system?

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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Designing a game that allows for selectable perks/customization

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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