Status effects, Lets Gooooo!
Holy crap! I finally got status effects into the game ๐คฃ ๐
Status effects can stack with each other, but not themselves.
If you apply the same status effect again, and if it boosts a stat or chance to hit/dodge, it will add more turns to the duration. If you boost the duration of an effect to be past 10, or 15 turns, the effect will be enhanced. (Usually up to 2 - 3 times the normal boost)
Earth = Poison, and it does damage over time
Wind = Aura's Gift, this boosts Agility
Water = Divine Rain, and does a heal over time
Fire = Burn, and does damage over time
Light = Illuminate, and it increased chance to hit an enemy monster
Darkness = Shadows, and it increased chance to dodge an enemy monster's attack
Cute = Kissy Face, it has a chance for the enemy monster to be paralyzed/confused and hurt itself instead of attacking
Mind = Ignore, lower the duration of status effects on a friendly monster by 5 turns. This effects all status effects on the monster.
Physical = Get Pumped, this boosts Strength.
Mystical = Meditate, this boosts Mysticism.
Ethereal = Realive, this is a heal over time. I'm going to change this to an ability that can resurrect a knocked out monster, but I don't know how I want to balance it. So in the meantime it's a heal.
I'm also pretty excited about some future art that should be added to the game in a couple of months!!
RaSyPortfolio is working with me, they have some awesome art and you should defiantly check them out! ๐
RaSy (@rasy0809.bsky.social) — Bluesky
Here are some random things I had to fix and work out:
- I added some temporary visual effects to show that a status effect is being applied & when they are happening, the number of icons that appear out of the effect equals how many turns the effect has before it's done. If the effect only shows one icon then that was the last time it happened.
- I reorganized the combat code.
- I fixed an infinite loop that was breaking the game mid-combat
- I fixed the text that was displayed during combat, it was only showing text for whoever went second, but while the text was happening for whoever went first.
- I added text to help the player know what's happening during combat, it now tells you who hit who and what happened.
- I added a delay after combat is done to make it less jarring after combat is over, there is a timer that allows the attack to finish before cutting away to the win/loss/tame screen
- I found out that Godot 4.x changed the way variables are loaded in from JSONs, basically all numbers are loaded in as floats, so I managed to add a work around for this.
- I redid the way that the NPC targets monsters to allow it to target friendly NPCs with buffs. (NPC monsters do not have allies yet though.)
- I redid the way that the NPC targets the player's monsters,
- I redid the way that attack bolts knew where they were coming from and where they were going.
- I made it so the game can know where status effects are supposed to be and to be on the correct side of the battlefield
- And probably other stuff i can't remember at the moment
Files
Get Tiny Monster Trainer
Tiny Monster Trainer
A Monster Training Game
Status | In development |
Author | TinyMonsterTrainer |
Genre | Role Playing, Adventure |
Tags | Black and White, creature-collector, Godot, Low-poly, Monsters, Pixel Art |
Languages | English |
Accessibility | Color-blind friendly, High-contrast |
More posts
- Getting there ๐14 days ago
- Still grinding away!Feb 11, 2025
- Poison and Burning!Dec 13, 2024
- Hopefully I've fixed performance issues!Dec 09, 2024
- ~ Know your enemy! ~Jun 28, 2024
- Status Effects & Save Game!May 02, 2024
- Slow & Steady!Apr 24, 2024
- New battle systems are almost readyMar 04, 2024
- Making Progress & General Road MapFeb 24, 2024
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