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Status Effects vs Active Effects

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larienna
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It's for a video game RPG, but still related to game mechanics.

I need to have a list of status effect like "Poisoned", "Paralysed", "Confused", etc in my game

But on the other hand, I also needed a system to manage active effects like in Skyrim for if I cast a spell that gives me +2 on stat X for the battle, the spell effect must be in a list somewhere.

But I have an hard time deciding what status effects I am going to use, because they are somewhat "Standardised" active effects. On the other hand I cannot remove an active effect system because the game needs it for spells.

So I am questioning the existence of status effects. Why not implement them as active effect and have more variety of effects possible.

Else I need to draw a line to determine what makes the difference between an active effect and a status effect. Maybe an active effect stay for the duration of a battle, while status effects are permanent until cured.

Can you think of other differences?

Fhizban
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I think there is no

I think there is no difference

In one of my (lousy) attempts to write a roguelike dungeon crawler i put all kinds of duration effects into one category. then the category would allow to be customized via parameters.

so, positive effects, negative effects as well as permanent and temporary effects are all handled like being the same within the code. while one effect could give you +2 strength, the other would reduce it by -2. maybe add another variable for effect duration (0 would be permanent, anything else is X seconds/rounds/minutes whatever).

maybe create a new class (effect) and pass it 3 parameters in the constructor: attribute, amount and duration (where attribute is a attribue, stat, or skill ID). by manipulating those 3 parameters you can create a vast amount of effects right away - without requiring a scripting language or more complicated effect code.

-2 strength, 30 seconds
+1 intelligence, 15 minutes
+5 climbing, permanent
+1 luck, 1 day
etc.

hope this helps a bit

larienna
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A copy of a reply on

A copy of a reply on BGG

Quote:
Status Effects are just active effects with a permanent duration. If "duration" is a variable in your "Active Effect" objects then for Status Effects "duration" has the value '0' and you define in the system that a 0 duration is infinite.

That is what I was thinking in the beginning. The only drawback I found with a list is decrementing the duration of all effects each turn, but I found a solution by specifying a target time instead and removing the effect once the time exceed the effect duration.

As for curing, I already solved the problem by creating 6 effect categories and allowing cures to remove effects of that category. The categories are: Skin, Body, Bloodstream, Neural, Psychic and Soul.

Else the only thing I could see is that designing monsters could be more complex because you'll have to search for the effect in a predefined list of effects.

The other restriction I though is the impossibility to have multiple effects applied at the same time. Like this attack does Poison, Paralyse and Confuse. But that kind of situation does not happen very often.

I also have a double effect situation, where a fear spell could lower enemy defense and the fear status could do the same.

Else I thought that status effect could only affect what is not a stat modification. Like prevent to attack, skip action, prevent the target to dodge, prevent casting spells or other skill, etc. I'll need to use a bit field to manage that anyway, so why not link it directly to the status effects. Also those effect will be hard coded anyway.

czman
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The main difference i see

The main difference i see between active and status affect is implementation.

I am going make sure I understand what you are stating.

Active means the affect is passively applied. You put on the gear or cast the buff and it lasts until it is removed.

Status means when you get hit or or something cast upon you.

The difference here is application. How are people getting these affects. The usefulness of having both is one is dynamic. Anything that is dynamic is going to create situations where people have to think on their feet. Creating situations where people think on there feet can create tension or the immediacy of action by the player.

A status affect creates an immediate problem that needs to be solved and often times is not expected.

When you create situations like that you create an environment where the player is more actively engaged in the game.

larienna
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Quote:The difference here is

Quote:
The difference here is application. How are people getting these affects. The usefulness of having both is one is dynamic. Anything that is dynamic is going to create situations where people have to think on their feet. Creating situations where people think on there feet can create tension or the immediacy of action by the player.

A status affect creates an immediate problem that needs to be solved and often times is not expected.

When you create situations like that you create an environment where the player is more actively engaged in the game.

I like the idea of being on the edge all the time and that is a bit the goal of the game.

It's true the the solution I proposed above are more likely to put people on the edge if your character:

Cannot attack
Cannot move
Mistarget
Attack random team mates
etc.

So this is why I though of placing as status effect anything that changes how the game is played which is mainly affect character actions. I will be more visible effects.

On the other hand, active effects will be only stat buff/debuff which are numbers already crunched in the combat resolutions. So the effect is less dramatic and the effects are more invisible.

czman
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Joined: 03/26/2013
I did not see a mail system

I did not see a mail system so I am going to just ask here?

Are you a skilled programmer or have you found a good engine?

larienna
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I am a "Skilled" programmer.

I am a "Skilled" programmer. The definition of "Skilled" remains to you. Let's just say I am an "Old Schooled skilled programmer". For more information, the project page is here. A new release has been made lately:

http://wl.lariennalibrary.com/

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