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(4 edits)

[…], the signal will execute its proper function to add a new generic stat status to the follower, and modify the new status base on the AddDamage and AddLife variables;

So a temporary status.

From what I gather a status is immutable. The “Ignore Trigger” is part of the signal creation interface, which is outside and doesn’t have a slot for “follower, who emitted this signal”. Even if the issue of ordering the status was solved, adding a status to the front, which creates a ton of new status to somehow track who got a “gain +x/+x” from whom, drives the system ad absurdum and creates some kind of cumbersome meta abstraction, which is beyond hacky. That’s asking for some functional programming big-brainism, which is probably waaaaaaaaaay out of scope as you said.

Thanks for the in depth explanation.

This game is really inspiring and by far the game I’ve played most on itch.

Also, a typo :D :

the status link will then force another copy of the status ~~are~~ to be created by “create status” signal to the caster.

P.S. A funny build that managed to reach level 58: