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 Changes #
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 Health Points. - 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. - 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 Changes > Status 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 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. - 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 Bonuses #
Click on Add Status Bonus.
- Status Bonus
Select Status Value. - Status Value
Select Agility. - Status Bonus
Set to -5.
Click on Add Status Bonus again.
- Status Bonus
Select Status Value Percent. - Status Value
Select Agility. - 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 Bonuses > Status Bonus 0 #
Change the negative value into a positive value.
- Status Bonus
Set to 5.
Change Settings > Status Bonuses > Status Bonuses > Status Bonus 1 #
Change the negative value into a positive value.
- 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 Bonuses > Status Bonus 0 #
Change the used status value.
- Status Value
Select Attack.
Change Settings > Status Bonuses > Status Bonuses > Status Bonus 1 #
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 Bonuses > Status Bonus 0 #
Change the used status value.
- Status Value
Select Defence.
Change Settings > Status Bonuses > Status Bonuses > Status Bonus 1 #
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 #
- Duration
Select Value > Value.
Set the value to 3.
Change Settings > Status Bonuses > Status Value Bonuses > Status Value Bonus 0 #
We’ll change the bonus to a critical chance bonus.
- Status Bonus
Select Critical Chance. - Critical Bonus
Set to 20.
Change Settings > Status Bonuses > Status Value Bonuses > Status Value Bonus 1 #
Remove this status 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 > Status Bonuses > Status Bonus 0 #
- Status Bonus
Select Hit Chance. - Hit Bonus
Set to -20.
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. - 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 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 #
- Duration
Select Value > Value.
Set the value to 3.
The effect ends after 3 turns.
Change Settings > Status Changes #
Click on Add Status Change.
- Change Type
Select Status Value. - Use On
Select Apply. - Status Value
Select Attack. - Change Value
Select Value > Value.
Set the value to 1. - Operator
Select Set. - Set In
Select Value.
Copy the status 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.