How do buffs / debuffs work? How to make a consumable item (e.g. potion) give a chance on use for a stack-able debuff? #862
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I am trying to figure out what a 'risky potion' could look like where it has a chance for a bad effect / debuff to happen to the player where it prevents slamming back ~15 healing potions to face tank anything. Can a consumable item / potion have an arbitrary % chance to trigger an effect (like a debuff). E.g. Heals X but has a 50% chance of -10% all player stats for 2 minutes. The effect (debuff) can stack / each debuff being applied consecutively / can have a whole bunch of the same but stacking debuff fill up the player debuff 'bar' if they consume / slam back ~15 potions to even potentially kill themselves with -10% All Stats (stacked up to) x 10. Questions:
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Replies: 2 comments
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From experience i can tell you debuff stacks, like poison or bleed; in powers/effects.txt: I can´t answer the others, except that most debufs are limited to giving damage. |
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#864 This may become this solution to this thread's intention of finding an improved system for supporting potentially hundreds of different types of potions / consumables without players avoiding cooldown within the Flare Engine; potentially ruining combat by becoming nigh-invincible. |
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#864 This may become this solution to this thread's intention of finding an improved system for supporting potentially hundreds of different types of potions / consumables without players avoiding cooldown within the Flare Engine; potentially ruining combat by becoming nigh-invincible.