04 Status Effects

In this tutorial we’ll set up the status effects for our status system.

Status effects are used for all kinds of status changing afflictions – positive and negative. E.g. poison (damage over time), regeneration (healing over time) or blindness (lower hit chance), but also to just mark a combatant, like a provoke effect making it the primary target (more on that in later battle AI tutorials).

Learn more about status effects in this documentation.

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, dealing 5% damage over time (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 #

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

Change Settings > Status Value Changes #

Click on Add Status Value Change.

  • Status Value
    Select Health Points.
  • Set On
    Select Turn Start.
  • Change Value
    Select Value > Value.
    Set the value to 5.
  • Operator
    Select Sub.
  • Set In
    Select Percent.

1: Regeneration #

Similar to poison, but regenerates instead (5% each turn, for 10 turns).

Copy the previous status effect (Poison) and change the following settings.

Content Information #

  • Name
    Set to Regeneration.
  • Sprite (Icon)
    Select icons_272.

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 #

  • End After
    Select Turn Start.
  • Turn/Time Duration
    Select Value > Value.
    Set the value to 10.
    The effect ends after 10 turns.
  • End With Battle
    Enable this setting.
  • End On Death
    Enable this setting.

Change Settings > Status Value Changes > Status Value Change 0 #

Instead of subtracting, we add 5%.

  • Operator
    Select Add.

2: AGI Down #

Add a new status effect – this one reduces agility by a fix and a percentual amount for 5 turns. We’ll use a status bonus setup instead of status value changes this time.

Content Information #

  • Name
    Set to AGI Down.
  • Sprite (Icon)
    Select icons_118.

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 #

  • End After
    Select Turn Start.
  • Turn/Time Duration
    Select Value > Value.
    Set the value to 5.
    The effect ends after 5 turns.
  • End With Battle
    Enable this setting.
  • End On Death
    Enable this setting.

Change Settings > Status Bonuses #

  • Custom Bonus
    Enable this setting.

Change Settings > Status Bonuses > Status Value Bonuses #

Click on Add Status Value Bonus.

  • Status Value
    Select Agility.
  • Status Bonus
    Set to -5.
  • Percent Percent
    Set to -15.

3: AGI Up #

Copy the previous status effect (AGI Down), this time we’ll increase agility for 5 turns.

Change the following settings.

Content Information #

  • Name
    Set to AGI Up.
  • Sprite (Icon)
    Select icons_99.

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.

Change Settings > Status Bonuses > Status Value Bonuses > Status Value Bonus 0 #

Change the negative values into positives.

  • Status Bonus
    Set to 5.
  • Percent Percent
    Set to 15.

4: ATK Up #

Copy the previous status effect (AGI Up), this time we’ll increase ATK for 5 turns.

Change the following settings.

Content Information #

  • Name
    Set to ATK Up.
  • Sprite (Icon)
    Select icons_235.

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 Bonuses > Status Value Bonuses > Status Value Bonus 0 #

Change the used status value.

  • Status Value
    Select Attack.

5: DEF Up #

Copy the previous status effect (ATK Up), this time we’ll increase DEF for 5 turns.

Change the following settings.

Content Information #

  • Name
    Set to DEF Up.
  • Sprite (Icon)
    Select icons_237.

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 Bonuses > Status Value Bonuses > Status Value Bonus 0 #

Change the used status value.

  • Status Value
    Select Defence.

6: Critical Up #

Copy the previous status effect (DEF Up), this time we’ll give a critical chance bonus for 3 turns.

Change the following settings.

Content Information #

  • Name
    Set to Critical Up.
  • Sprite (Icon)
    Select icons_249.

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.

End Settings #

  • Turn/Time Duration
    Select Value > Value.
    Set the value to 3.

Change Settings > Status Bonuses > Chance/Other Bonuses #

  • Critical Bonus
    Set to 20.

Change Settings > Status Bonuses > Status Value Bonuses > Status Value Bonus 0 #

Remove the status value bonus.

7: Blind #

Copy the previous status effect (Critical Up), this time we’ll give a negative bonus to hit chance until it’s removed actively.

Change the following settings.

Content Information #

  • Name
    Set to Blind.
  • Sprite (Icon)
    Select icons_106.

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 #

  • End After
    Select None.
  • End With Battle
    Disable this setting.

Change Settings > Status Bonuses > Chance/Other Bonuses #

  • Hit Bonus
    Set to -20.
  • Critical Bonus
    Set to 0.

8: Provoke #

Add a new status effect – this effect is only used as a flag, marking the combatant. It’ll later be used in battle AIs to select the combatant as the primary target.

The effect lasts for 5 turns.

Content Information #

  • Name
    Set to Provoke.
  • Sprite (Icon)
    Select icons_76.

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 Neutral.

End Settings #

  • End After
    Select Turn Start.
  • Turn/Time Duration
    Select Value > Value.
    Set the value to 5.
    The effect ends after 5 turns.
  • End With Battle
    Enable this setting.
  • End On Death
    Enable this setting.

9: Fortress #

Copy the previous effect (Provoke) – this one will set ATK to 1 and DEF to 255 for 3 turns. We’ll use status value changes this time.

Change the following settings.

Content Information #

  • Name
    Set to Fortress.
  • Sprite (Icon)
    Select icons_36.

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.

End Settings #

  • Turn/Time Duration
    Select Value > Value.
    Set the value to 3.
    The effect ends after 3 turns.

Change Settings > Status Value Changes #

Click on Add Status Value Change.

  • Status Value
    Select Attack.
  • Set On
    Select Apply.
  • Change Value
    Select Value > Value.
    Set the value to 1.
  • Operator
    Select Set.
  • Set In
    Select Value.

Copy the status value change and change the following settings.

  • Status Value
    Select Defence.
  • Change Value
    Select Value > Value.
    Set the value to 255.

10: Silent #

Add a new status effect – this effect prevents the combatant from using any abilities (base attack or items are still allowed). Like Silent, the effect lasts until it’s actively removed.

Content Information #

  • Name
    Set to Silent.
  • Sprite (Icon)
    Select icons_56.

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.

Base Settings > Effect States > Ability Use Blocks #

  • Block Abilities
    Enable this setting.

End Settings #

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

Flying Texts #

We’ll also set up flying texts for adding and removing status effects.

Navigate to Battles > Battle Texts and change the following settings.

Flying Text Settings  > Status Effects #

We don’t want flying texts to display for every time a status effect is removed.

  • Show End With Battle
    Disable this setting.
  • Show End On Death
    Disable this setting.

Click on Add Flying Text.

  • Player/Ally/Enemy
    Enable these settings.

Flying Text Settings > Status Effects > Add Flying Text #

  • Show Add
    Enable this setting.
  • Use Content Icon
    Enable this setting.
    The flying text will use the status effect’s icon.
  • Text
    Set to <color=#00FFFFFF><name></color>.
    Displays the name of the status effect in a cyan color.
  • Schematic Asset
    Select the FlyingTextMover schematic.

Flying Text Settings > Status Effects > Remove Flying Text #

  • Show Remove
    Enable this setting.
  • Use Content Icon
    Enable this setting.
    The flying text will use the status effect’s icon.
  • Text
    Set to <color=#FFFF00FF><s><name></s></color>.
    Displays the name of the status effect in a yellow color as a strikethrough text.
  • Schematic Asset
    Select the FlyingTextMover schematic.

Save Changes #

And that’s it for the status effect setup.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Next, we’ll set up formulas.