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Buffs and debuffs #470
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well it'd be similar to that, most likely we'd define a buff/debuff object that has several properties like:
that configuration would be defined as "PoisonEffect" or something, and then each player/npc would have an array of effects that would get added to. during the game loop, it would loop through that array of effects and apply the modifier on the stat, play the particle, etc. something like that |
I was thinking, you know the older final fantasy games? In FFVI, when a player has a status effect, all black pixels are replaced with another color that signifies their status effect. For instance, a protection spell will replace all black with a light yellow. Could we implement that dynamically? Like instead of doing this for every sprite in the game, create a script that will allow this to occur on effect using JS. |
using a pixel shader yes you can do things like that |
That would be awesome. :D From: Ben Sparks [email protected] using a pixel shader yes you can do things like that |
This topic has been thrown around a lot of times, and still haven't come to a conclusion. So buffs and debuffs are effects that can be inflicted by items, Npcs, triggers and blah. Maybe it would work like this(just a simple idea, I suck at coding):
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