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stats_editor [2024/04/07 09:34] justinstats_editor [2024/04/07 11:42] justin
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 |Movement Speed|Movement speed (in [[voxel|voxels]] per second) of the [[character]].|"speed"| |Movement Speed|Movement speed (in [[voxel|voxels]] per second) of the [[character]].|"speed"|
  
-A character's stats can be accessed in a [[script]] using the built-in ".stat" syntax along with one of the IDs listed in the "ID" column above. The specific Bauxite code for referencing a stat can be copied to the clipboard by selecting the stat in the list then clicking the "clipboard" icon next to the code. You can also use the [[Set Stat]], [[Increase Stat]], and [[Decrease Stat]] scripting functions to modify a stat.+A character's stats can be accessed in a [[script]] using the built-in ".stat" syntax along with one of the IDs listed in the "ID" column above. The specific Bauxite code for referencing a stat can be copied to the clipboard by selecting the stat in the editor then clicking the "clipboard" icon next to the code. You can also use the [[Set Stat]], [[Increase Stat]], and [[Decrease Stat]] scripting functions to modify a stat.
  
 **Examples:** **Examples:**
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 =====Leveling===== =====Leveling=====
-The **Leveling** section allows you to set up leveling information for your characters. This includes a table of levels and the experience points required for each level. You can configure specific stat increases for each level, including any custom stats you've defined in the **Character Stats** section. When a character reaches a particular level, those stat increases will be automatically applied.+The **Leveling** section allows you to set up leveling information for your [[character|characters]]. This includes a table of levels and the experience points required for each level. You can configure specific stat increases for each level, including any custom stats you've defined in the **Character Stats** section. When a [[character]] reaches a particular level, those stat increases will be automatically applied. 
 + 
 +{{:stats_editor_leveling.png?nolink|}}
  
 To add a new level to the table, click the green "plus" button. Clicking on a value in the "Required XP" column will allow you to edit the amount required for that level. To adjust the stat increases for a particular level, click on the level number in the "Level" column. To remove a level, click the red "X" button. To add a new level to the table, click the green "plus" button. Clicking on a value in the "Required XP" column will allow you to edit the amount required for that level. To adjust the stat increases for a particular level, click on the level number in the "Level" column. To remove a level, click the red "X" button.
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 =====Equipment===== =====Equipment=====
-The **Equipment** section allows you to view and edit equipment slot configurations for the characters in your game. The default built-in slot configuration can be viewed but not edited. To add a new slot configuration, click the green "plus" button. To set a custom slot configuration as the default one for your game, click the "star" button. A slot configuration can be removed by clicking the red "X" button.+The **Equipment** section allows you to view and edit equipment slot configurations for the [[character|characters]] in your game. The default built-in slot configuration can be viewed but not edited. To add a new slot configuration, click the green "plus" button. To set a custom slot configuration as the default one for your game, click the "star" button. A slot configuration can be removed by clicking the red "X" button. 
 + 
 +{{:stats_editor_equipment.png?nolink|}}
  
 When a custom configuration is selected in the "Slot Configurations" dropdown, you can edit the equipment slots for that configuration. To add a slot, click the green "plus" button. A slot can be removed by clicking the red "X" button. Clicking on a slot ID allows you to edit that slot. See below for a description of each setting. When a custom configuration is selected in the "Slot Configurations" dropdown, you can edit the equipment slots for that configuration. To add a slot, click the green "plus" button. A slot can be removed by clicking the red "X" button. Clicking on a slot ID allows you to edit that slot. See below for a description of each setting.
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 =====Skills===== =====Skills=====
-The **Skills** section allows you to create special abilities for the player [[character|characters]] in your game to use.+The **Skills** section allows you to create special abilities for the player [[character|characters]] in your game to use, e.g. spells or other capabilities that let them interact with others [[character|characters]] or their environment in various ways. To add a [[skill]], click the green “plus” button. A [[skill]] can be removed by clicking the red “X” button.
  
 {{:stats_editor_skills.png?nolink|}} {{:stats_editor_skills.png?nolink|}}
  
-See below for a description of each skill setting.+See below for a description of each [[skill]] setting.
 ^Setting^Description^ ^Setting^Description^
 |ID|Unique ID for the [[skill]]. This ID is used with the [[Give Skill]], [[Remove Skill]], and [[Use Skill]] scripting functions.| |ID|Unique ID for the [[skill]]. This ID is used with the [[Give Skill]], [[Remove Skill]], and [[Use Skill]] scripting functions.|
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 =====Status Effects===== =====Status Effects=====
-The **Status Effects** section allows you to create statuses that can be applied to [[character|characters]] for a duration of time or permanently, e.g. healing/damage over time or stat buffs/debuffs.+The **Status Effects** section allows you to create statuses that can be applied to [[character|characters]] for a duration of time or permanently, e.g. healing/damage over time or stat buffs/debuffs. To add a [[status effect]], click the green “plus” button. A [[status effect]] can be removed by clicking the red “X” button.
  
 {{:stats_editor_status_effects.png?nolink|}} {{:stats_editor_status_effects.png?nolink|}}
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 ^Setting^Description^ ^Setting^Description^
 |ID|Unique ID for the [[status effect]]. This ID is used with the [[Apply Status Effect]], [[Remove Status Effect]], and [[Clear Status Effects]] scripting functions.| |ID|Unique ID for the [[status effect]]. This ID is used with the [[Apply Status Effect]], [[Remove Status Effect]], and [[Clear Status Effects]] scripting functions.|
-|Name|Name of the [[status effect]]. Currently this only used by the editor for display purposes.|+|Name|Name of the [[status effect]]. Currently this is only used by the editor for display purposes.|
 |Image|Image for the [[status effect]]. Currently this is only used by the editor for display purposes.| |Image|Image for the [[status effect]]. Currently this is only used by the editor for display purposes.|
 |Description|Description of the [[status effect]]. Currently this is only used by the editor for display purposes.| |Description|Description of the [[status effect]]. Currently this is only used by the editor for display purposes.|
 |Effect Type|Determines how the [[status effect]] affects its target. Currently supported types: **Stat Buff**, **Stat Debuff**, **Healing Over Time**, **Damage Over Time**, and **Stun**.| |Effect Type|Determines how the [[status effect]] affects its target. Currently supported types: **Stat Buff**, **Stat Debuff**, **Healing Over Time**, **Damage Over Time**, and **Stun**.|
 |Affected Stat|Determines which [[character]] stat is affected by the [[status effect]]. Only applicable to the **Stat Buff** and **Stat Debuff** effect types.| |Affected Stat|Determines which [[character]] stat is affected by the [[status effect]]. Only applicable to the **Stat Buff** and **Stat Debuff** effect types.|
-|Amount|Only applicable to the **Stat Buff**, **Stat Debuff**, **Healing Over Time**, and **Damage Over Time** effect types.|+|Amount|Determines the amount by which the [[character|character's]] stat will be affected. Only applicable to the **Stat Buff**, **Stat Debuff**, **Healing Over Time**, and **Damage Over Time** effect types.|
 |Tick on Apply|Determines if the [[status effect]] immediately triggers when first applied to a [[character]] (e.g. a bleeding effect that deals damage right away) or if it waits until the first configured interval of time has passed (see interval settings below).| |Tick on Apply|Determines if the [[status effect]] immediately triggers when first applied to a [[character]] (e.g. a bleeding effect that deals damage right away) or if it waits until the first configured interval of time has passed (see interval settings below).|
 |Interval (Real-Time)|Determines the frequency of the effect while in real-time mode (e.g. a **Healing Over Time** effect with an interval of 2 means the healing will occur every two seconds). Only applicable to the **Healing Over Time** and **Damage Over Time** effect types.| |Interval (Real-Time)|Determines the frequency of the effect while in real-time mode (e.g. a **Healing Over Time** effect with an interval of 2 means the healing will occur every two seconds). Only applicable to the **Healing Over Time** and **Damage Over Time** effect types.|
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 ^Setting^Description^ ^Setting^Description^
-|Currency Name|Name of the currency. Changing this for the base currency will affect what is displayed on the built-in inventory widget.| +|Currency Name|Name of the currency. Changing this for the base currency will affect what is displayed on the built-in [[inventory]] [[widget]].| 
-|Associated Stat|Stat to which the currency is tied (i.e. the stat that will store how much of the currency a character has).| +|Associated Stat|Stat to which the currency is tied (i.e. the stat that will store how much of the currency a [[character]] has).| 
-|Image|Image to use for the currency. Changing this for the base currency will affect what is displayed on the built-in inventory widget.|+|Image|Image to use for the currency. Changing this for the base currency will affect what is displayed on the built-in [[inventory]] [[widget]].|
  
 <WRAP center round tip 100%> <WRAP center round tip 100%>
-If you wanted your game to have a "Gems" currency, you would first create a custom stat with an ID of "gems", then create a currency named "Gems" that's tied to the "gems" stat. The [[Give Currency]] and [[Remove Currency]] functions can be used to adjust a character's currency amount.+If you wanted your game to have a "Gems" currency, you would first create a custom stat with an ID of "gems", then create a currency named "Gems" that's tied to the "gems" stat. The [[Give Currency]] and [[Remove Currency]] functions can be used to adjust a [[character|character's]] currency amount.
 </WRAP> </WRAP>
  
 ~~NOTOC~~ ~~NOTOC~~
stats_editor.txt · Last modified: 2024/04/07 11:43 by justin