Main Settings
v4.0
Last updated
v4.0
Last updated
Display Name
If you choose, this name may be different from the ObjectName
, which is the name of the Scriptable Object. The management script, GameConditionList.cs
, will consider Conditions with the same Display Name to be the same condition. If the condition does not "Stack", then the system will replace an existing condition with one of the same Display Name only if the "Level" of the new one is greater than the existing one. If not, the expiration time will be set to the maximum value between the existing and new, and no other changes will occur.
Stack
If true, a GameConditionList
can hold multiple copies of the same condition, and the effects will stack.
Level
This is meant to differentiate different conditions which have the same Display Name. The higher the level, the more priority the condition will have, as it will replace lower level conditions when added to the GameConditionList
.
"Level" can be used to have multiple types of Conditions with increasing base impacts. Imageine "Disease 1", "Disease 2", "Disease 3", etc. Each one may have a longer base time and negative impact on Stats that are affected, outside of the "Caster" effects.
Each one would have the same "Display Name" but with a different Level value.
When "Disease 3" is addded, if the owner of the condition already had "Disease 1", then the new one, being a higher level, will replace the existing one, and the greater impacts will be felt.
Expiration Condition
If blank, no effect will occur. Otherwise, you can select a condition which will be added to the GameConditionList
when this condition expires. This could be useful for swapping one condition to another.
The example above, from the Party Based RPG demo game shows a condition called "Haste". The expiration condition is set to another condition called "Exhausted". When haste expires, and is removed from the list, exhausted is automatically added.
Description This can be used however you'd like, but is intended to describe the condition.