Status Effects (Read 9886 times)

Started by Bronko, June 05, 2009, 04:30:08 pm
Status Effects
#1  June 05, 2009, 04:30:08 pm
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I came up with this idea in a dream...

Suppose you could add an option in a hitdef, similar to sending the opponent to a custom state, but instead of the opponent being put in that state, the statedef is executed every tick just like another negative state.

For example, suppose I had a state like this

[Statedef 999];Poison

[state 999, damage]
type = lifeadd
trigger1 = 1
value = -1

[state 999, end]
type = removeEffect
trigger1 = time = 200
trigger2 = movehit

Note that I invented "removeEffect" for the purpose of removing the status effect.
In this instance time would return the amount of time the status effect had been active.
Attributes for the statedef should be omitted, and treated as errors if present.
Re: Status Effects
#2  June 05, 2009, 11:07:30 pm
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Maybe it will work better as an AssertSpecial rather than as a standard sctrl
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Re: Status Effects
#3  June 05, 2009, 11:10:32 pm
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RElated to this it was an old suggestion for another engine that sctrl would have an ID parameter so they were executed to the player wiht that ID.