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Stats

The base game Stats sheet.

The stats sheet contains information for status conditions.

Heads up: Any field with the _JP suffix simply refers to the japanese translation and will not be included here.

ID

The numerical ID of your status. Needs to be unique.

Alias

The text ID of your status. Needs to be unique. In addition, if the 'type' field is empty, the game will attempt to find a class with this name when making your status effect.

Name

The text name shown to the player. Does NOT need to be unique.

Type

The class that will be used to make the status effect. Takes priority over Alias. The game automatically finds and searches for classes that have this name when applying the status effect. Make sure that the name of the class isn't hidden in your own namespace, and that it inherits from the Condition class. The type also dictates what icon is used for the status, as it looks for an image with the same name in the icon library.

Group

Applies certain properties to your state. For example, you can only have one 'Stance' at a time.

Curse

When an object is cursed and relates to this status, it will try and look for the referenced state instead. Used for stuff like cursed wands.

Duration

When given a power of p, auto-fills out the duration of the status (in turns, rounded down).

Hex Power

The chance to resist being removed by status-removing effects. Higher numbers make your status more resistant to being removed.

Negate

Can be a list of strings. If any status listed in 'negate' is on the character while trying to apply the status, and if the status is not being forced, then the status will not be applied.

Defense Attribute

When this status is applied to you, if you have the corresponding defense attribute, the severity of the condition is reduced.

Resistance

Checks one of the (recieving) character's resistance stats. If the stat is high enough, it reduces the severity of the effect (and can even negate it). Essentially a mix between Defense Attribute and Negate.

Gain Res

Gives resistance to itself. In essence, this reduces the likelihood that a status can be re-applied; and, if it doesn't, reduces its severity.

Elements

A shorthand way of increasing stats, where p is the status power.

Nullify

When applied, removes all statuses with this alias.

Tag

A series of tags with no effects unless otherwise explicitly stated in code. You can put in custom tags to add your own functionality.

Phase

Used to display how far along a status is to the player. Frankly, this is very hard to intuit from the code and comes with a lot of moving parts. Just make sure there's at least 9 numbers here...

Colors

When displayed as a text status (like hunger or sleep), shows what color the text should be.

Effect

The graphical effect displayed when applying the status. Uses the effects library. (Visuals only)

StrPhase

Used in tandem with phases to indicate the severity of a status verbally.

Text Phase

Text displayed when the status is applied.

Text End

... And this for when it is removed.

Text Phase 2

Used when switching between phases of a status.

Gradient

Unused, as far as I'm aware.

Invert

When used in tandem with phases, denotes a low phase as a debuff, and a high phase as a buff. (Used in statuses such as hunger.)

Detail

Verbal description of a condition.