In this tutorial we’ll set up status effects.
Status effects are used for all kinds of status changing afflictions – positive and negative. E.g. poison (damage over time) or giving status value bonuses, but also to just mark a combatant, like a provoke effect making it the primary target. Learn more about status effects in this documentation.
We’ll only use 4 status effects for our small game:
- poison (damage each turn)
- boost (increasing ATK and MATK)
- protect (increasing DEF and MDEF)
- stun (blocking any action)
Let’s get to it.
Status Effect Types #
Status effect types can be used (and we’ll use them in this way) to change status effects, e.g. removing all or the newest negative status effect.
Navigate to Status > Status Effect Types, we’ll change the already added Default type and add additional types.
0: Neutral #
- Name
Set to: Neutral
1: Positive #
- Name
Set to: Positive
2: Negative #
- Name
Set to: Negative
Status Effects #
Now it’s time to set up our status effects, navigate to Status > Status Effects, we’ll change the already added Default effect and add additional effects.
0: Poison #
A standard effect in an RPG – we’ll let it deal 15% damage each turn.
Content Information #
- Name
Set to: Poison - Sprite (Icon)
Select icons_311.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings #
- Status Effect Type
Select Negative.
End Settings #
These settings define how and when the effect ends. We’ll let the poison go on until it’s either cured (e.g. via a cure potion) or the combatant dies.
- End After
Select None.
I.e. the effect will not end automatically after some time/turns. - End On Death
Enable this setting.
The effect will end if the combatant dies.
Change Settings > Status Changes #
We’ll reduce the HP of the afflicted combatant by 15% each turn (on the start of the turn).
Click on Add Status Change.
- Change Type
Select Status Value.
The Use On Settings define when the status change is used.
- Use On
Select Turn Start.
The Status Value settings define how the status value will change.
- Status Value
Select HP. - Change Value
Select Value > Value.
Set the value to 15. - Operator
Select Sub. - Set In
Select Percent.
1: Boost #
This effect will give ATK and MATK a bonus of 10 points.
Content Information #
- Name
Set to: Boost - Sprite (Icon)
Select icons_242.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings #
- Status Effect Type
Select Positive.
End Settings #
These settings define how and when the effect ends. We’ll let the poison go on until it’s either cured (e.g. via a cure potion) or the combatant dies.
- End After
Select Turn End.
The effect will end at the end of the combatant’s turn (after a defined number of turns). - Duration
Select Value > Value.
Set the value to 3. - User Extra Turn/Action
Enable this setting.
If the user adds the effect to itself, the duration will get an extra turn (since the turn ends afterwards and would reduce the duration again). - End With Battle
Enable this setting.
The effect will end when the battle ends, i.e. it isn’t carried over to the next battle. - End On Death
Enable this setting.
Change Settings > Status Changes #
Click on Add Status Change.
- Change Type
Select Status Value. - Use On
Select Apply.
The change is done when the effect is added to the combatant. - Status Value
Select ATK. - Change Value
Select Value > Value.
Set the value to 10. - Operator
Select Add. - Set In
Select Value.
I.e. ATK will be increased by 10.
We also want to add the same bonus to MATK, so we simply copy the change settings.
Copy the Status Change 0 and change the following settings.
- Status Value
Select MATK.
2: Protect #
This effect will give DEF and MDEF a bonus of 10 points.
Since it’s similar to Boost, we’ll just create a copy of Boost and adjust the settings.
Content Information #
- Name
Set to: Protect - Sprite (Icon)
Select icons_244.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Change Settings > Status Changes > Status Change 0 #
- Status Value
Select DEF.
Change Settings > Status Changes > Status Change 1 #
- Status Value
Select MDEF.
3: Stun #
This effect will prevent the combatant from performing any actions for 2 turns.
Content Information #
- Name
Set to: Stun - Sprite (Icon)
Select icons_239.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings #
- Status Effect Type
Select Negative.
The Effect States settings are used to block a combatant from performing defined actions.
- Block All Actions
Enable this setting.
This’ll prevent the combatant from using any action and completely blocks them from having a turn.
End Settings #
Since the combatant can’t have a turn (due to the Block All Actions setting), turn durations need to use Battle Turns instead.
- End After
Select Battle Turn Start.
The effect will end at the start of a new battle turn (i.e. independent from combatant turns). - Duration
Select Value > Value.
Set the value to 2. - End With Battle
Enable this setting. - End On Death
Enable this setting.
Save Changes #
And that’s it for the status effect setup.
Save the changes using the Save Settings button at the bottom of the editor.
Next, we’ll set up our first ability – the base attack.