Status Section

The Status section contains settings related to the status system, e.g. status values, abilities, etc.

Status Types #

The Status Types sub-section defines the status types that are available.

Status types are used to separate status values.

Status Values #

The Status Values sub-section defines the status values that are available.

Set up status values like health, MP, strength or experience.

Status Developments #

The Status Developments sub-section defines the status developments that are available.

Status developments are used by combatants and classes to define how status values change by level ups.

Attack Modifiers #

The Attack Modifiers sub-section defines the attack modifiers that are available.

Attack modifiers are used to influence status value changes on a percent-basis, they’re assigned to attacks. E.g. Elements like fire or wind are attack modifiers, they’re assigned to an attack’s status value change and use the target’s modifier value. Element would be the attack modifier, Fire or Wind are attributes of that modifier.

The attribute can be assigned to status value changes of abilities or items to influence the value. The target’s attack modifier attribute value impacts the outcome, e.g. 100 will do 100% of the original damage, 200 will do 200% (i.e. double damage), 50 will do 50% damage (i.e. half damage).
0 will completely block the damage, while anything below 0 will actually cause damage to heal (or healing to damage) the target.

Defence Modifiers #

The Defence Modifiers sub-section defines the defence modifiers that are available.

Defence modifiers are used to influence status value changes on a percent-basis, they’re assigned to combatants. E.g. Sizes like small or big are defence modifiers, they’re assigned to a combatant and use an attacker’s modifier value. Size would be the defence modifier, Small or Big are attributes of that modifier.

The attribute is assigned to a combatant, status value changes of abilities or items can use the defence modifiers to influence the value. The attacker/user’s defence modifier attribute value impacts the outcome, e.g. 100 will do 100% of the original damage, 200 will do 200% (i.e. double damage), 50 will do 50% damage (i.e. half damage).
0 will completely block the damage, while anything below 0 will actually cause damage to heal (or healing to damage) the target.

Status Effect Types #

The Status Effect Types sub-section defines the status effect types that are available.

Status effect types are used to separate status effects.

Status Effects #

The Status Effects sub-section defines the status effects that are available.

Status effects can be used for a wide range of game mechanics – from your standard effects like poison, regeneration or other status value changes, over blocking the use of certain actions to completely custom functionality.

Ability Types #

The Ability Types sub-section defines the ability types that are available.

Ability types are used to separate abilities.

Abilities #

The Abilities sub-section defines the abilitis that are available.

Abilities are actions that can be used to do damage/healing or other status changes, as well as passive bonuses.

Ability Developments #

The Ability Developments sub-section defines the ability developments that are available.

Ability developments are used as templates by combatants and classes to learn abilities at defined levels.