Status Effects

Status effects are used for temporary status alterations.

Status Effect Types #

Status effect types are used to organize status effects by separating them into different types.

You’ll mainly use them to filter status effects in the editor and change status effects on combatants based on type. This e.g. allows to easily remove all negative status effects by having them all be under the same status effect type.

Status effect types are set up in Status > Status Effect Types.

Status Effects #

Status effects are usually used for adding temporary status changes to a combatant that only last for a few turns or a short time.

You can use status effects for things like:

  • status bonuses (positive and negative)
  • damage/healing over time
  • changing attack/defence modifiers (e.g. fire enchantment for attacks)
  • marking a combatant for a certain state (e.g. a hidden effect used in move AI detections as a condition)
  • custom systems

Status effects are set up in Status > Status Effects.

Basics #

Here are some basic features and settings of status effects.

You can also define if a status effect will be saved with save games or not.

Stacking #

Status effects can optionally be added multiple times, stacking the effect.

Hit Chance #

Optionally use a chance check to determine if a status effect will be added to the target.

E.g. using a formula, you can take resistances (e.g. in form of status values) into account.

Effect States #

Status effects can prevent a combatant using certain actions.

E.g. you can block the base attack, all abilities/items, only defined abilities/items or ability/item types or using battle commands like defend or escape.

Status effects can also be used to reflect damage back to an attacker or cause a combatant to attack their allies instead of enemies.

Ending Effects #

Status effects can automatically end in multiple ways.

End After Turns #

The status effect will end after a defined number of turns – either at the start or end of a combatant’s turn.

Ending after turns also allows using a chance, e.g. having a 50% chance to actually end after 3 turns.

End After Time #

The status effect will end after a defined time (in seconds).

You can also define if the time is running in battles and/or the field.

End After Others #

Additionally, status effects can end after:

  • battle end
  • being hit by an attack
  • death
  • any or a defined ability or ability type being used on the combatant
  • any or a defined item or item type being used on the combatant

End Status Effect Changes #

A status effect ending can cause other status effect changes.

E.g. a poison effect can add an effect giving more resistance to poison when it ends, reducing the risk of getting poisoned again soon.

End Action #

Force a combatant to use a defined action when the effect ends.

The combatant will use the action the next time it’ll be asked by the battle system to select an action. This also applies for player controlled combatants.

Animations #

Status effects can also change the animations of a combatant while they’re applied.

You can define multiple animation settings for overall use and overrides during battle (e.g. to play different movement animations in battle). Learn more about animations in this documentation.

E.g. a poison effect can play a different idle animation, showing a weakened posture.

Changes #

The main use for status effects is to cause status changes on a combatant.

Status Value Changes #

Status effects can change status values when:

  • applying the effect
  • removing the effect
  • start of a turn
  • end of a turn
  • every X seconds

Changes to Normal type status values will be reset when the status effect is removed.

You can also block postivitve, negative or all changes to status values, e.g. giving invulnerability to damages.

Most common use cases include poison (damage over time), regeneration (healing over time), status boosts (positive changes of Normal type status values) or status afflictions (negative changes of Normal type status values).

Schematics #

Likestatus value changes, you can start schematics when:

  • applying the effect
  • removing the effect
  • start of a turn
  • end of a turn
  • every X seconds

This allows creating custom systems with status effects.

The user (combatant who applied the effect) will be used as Machine Object, the target (combatant with the applied effect) will be used as Starting Object.

Block Status Changes #

Status effects can completely block the status changes of base attacks, abilities and items used on a combatant.

Blocked attacks, abilities or items won’t do damage/refresh, change status effects or any other status changes of the target status changes. User changes and use costs will still be used, even on the combatant with a blocking effect.

Equipment Slot Changes #

Status effects can add additional equipment slots and block/remove equipment slots.

Status Bonuses #

Optionally use a custom bonus setup or add status bonus templates to the status effect.

Status bonuses can give bonuses to chances, status values, attack/defence modifiers and change status effects.

Learn more about status bonuses in this documentation.

Effect Modifiers #

Status effects can change the combatant’s attack/defence modifiers used by status value changes (abilities/items that allow effect modifiers).

Attack modifier changes can change the used attribute of abilities and items, e.g. adding a Fire element enchantment to the base attack.

Defence modifier changes can change the attribute of a combatant, e.g. changing Race or Size modifiers to influence damage calculations.

Auto Apply #

Status effects can automatically be added to combatants when defined status conditions are valid.

E.g. adding a critical state effect when health is 20% or lower.

Auto Remove #

Status effects can automatically be removed from combatants when defined status conditions are valid.

E.g. remove a critical state effect when health is above 20%.

UI #

You usually want to display the status effects of a combatant in a UI in some form, e.g. in a HUD or status menu.

Status effects can also be set to be hidden from the player, i.e. they’ll not show up in any status effect listings in the UI. Use this to e.g. hide certain internal states or effects from the player.

Status Effect UI #

Displaying a list of status effects usually uses a UI setup of a status effect. The actual setup depends on the used UI module, e.g. the Unity UI module will use a prefab for this.

See the documentation on HUD status effects for details.

Information Overrides #

Status effects can override the default flying text and console texts.

Setup Examples #

Here are some examples for setting up different kinds of status effects.

Poison #

This status effect reduces health by 10% at the start of each turn and lasts for 5 turns.

End Settings #

  • End After
    Select Turn Start.
    The effect will and at the start of a combatant’s turn, after doing damage one last time.
  • Turn/Time Duration
    Set to 5 (Value).
  • On Recast
    Select Reset.
    This’ll reset the duration when poison is applied again.
  • End With Death
    Enable this setting.

Change Settings > Status Value Changes #

Click on Add Status Value Change.

  • Status Value
    Select HP (or whatever your health status value is called).
  • Set On
    Select Turn Start.
    Damage is caused at the start of the combatant’s turn.
  • Change Value
    Set to 10 (Value).
  • Operator
    Select Sub.
  • Set In
    Select Percent.

Regeneration #

This status effect increases health by 5% every 10 seconds and lasts for 60 seconds.

The overall setup is similar to a poison effect, just increasing health (and time-based instead of turns for this setup).

End Settings #

  • End After
    Select Time.
  • Turn/Time Duration
    Set to 60 (Value).
  • On Recast
    Select Reset.
  • End With Death
    Enable this setting.

Change Settings > Status Value Changes #

Click on Add Status Value Change.

  • Status Value
    Select HP (or whatever your health status value is called).
  • Set On
    Select Time.
  • Set Every
    Set to 10 (Value).
    The status changes will happen every 10 seconds.
  • Change Value
    Set to 5 (Value).
  • Operator
    Select Add.
  • Set In
    Select Percent.

Physical Boost #

This status effect increases ATK and DEF by 10 while it’s applied and lasts for 3 turns.

The overall setup is similar to a poison effect, but the status value changes happen when applying the effect. Also, using Normal type status values will reset them to their previous value when removing the status effect (no setup needed for this).

End Settings #

  • End After
    Select Turn End.
    The effect ends at the end of a combatant’s turn.
  • Turn/Time Duration
    Set to 3 (Value).
  • User Extra Turn
    Enable this setting.
    This’ll add an extra turn when the user applies the effect to itself, otherwise the Turn End would already count for the same turn it was applied.
  • On Recast
    Select Add.
    Add the additional turns instead of resetting the turns.
  • End With Battle
    Enable this setting.
    The effect will end with the battle.

Change Settings > Status Value Changes #

Click on Add Status Value Change.

  • Status Value
    Select ATK (or whatever your attack-related status value is called).
  • Set On
    Select Apply.
    The change happens when the effect is applied.
  • Change Value
    Set to 10 (Value).
  • Operator
    Select Add.
  • Set In
    Select Value.

Copy the ATK status value change and change the following setting.

  • Status Value
    Select DEF (or whatever your defence-related status value is called).

Confused #

This status effect causes the combatant to use it’s base attack and attack allies. The effect ends when hit by a base attack.

Base Settings > Effect States #

  • Auto Attack
    Enable this setting.
  • Attack Allies
    Enable this setting.

End Settings #

  • End After
    Select None.
    This effect doesn’t end automatically after turns/time.
  • End On Attack
    Enable this setting.
    A base attack hitting the combatant will end the effect.

You can also add additional abilities/items or ability/item types that can end the effect when used on the combatant, e.g. adding all physical type abilities.

Blind #

This status effect reduces the combatant’s hit chances. The effec only ends when actively removed by something (e.g. an item or ability curing it).

This can be achieved in two ways – either reducing status values that are used in hit chance calculations, or giving a negative bonus on Hit Chance in the status bonus settings of the effect. We’ll use a negative bonus (otherwise the setup is like for the physical boost effect above).

End Settings #

  • End After
    Select None.
  • End With Battle
    Disable this setting.
  • End On Attack
    Disable this setting.
  • End On Death
    Disable this setting.

Change Settings > Status Bonuses #

  • Custom Bonus
    Enable this setting.
    This allows defining a status bonus right here – otherwise you can only use status bonus templates.
  • Hit Bonus
    Set to -20.
    This’ll reduce any calculated hit chance by 20, e.g. 70% hit chance would be 50%.

Enchant Fire #

This status effect will give a Fire attribute to status changes that use attack modifiers and allow replacing them (Use Effect Modifiers setting of the ability/item status changes, either using Replace or Add Replace).

Feel free to use an end after time/turns as you like – see the examples above for details.

Change Settings > Effect Modifier Settings #

Click on Add Attack Modifier.

  • Attack Modifier
    Select Element (or whatever other attack modifier you want to use).
  • Attribute
    Select Fire (or whatever attribute of the modifier you want to use).