Skill and Stat Updates in v1.1
RPG in a Box v1.1 brings many exciting new features and improvements to the skill and stat systems! Continue reading below for a brief overview of some of the major updates included.
Skill Targeting
The available options for a skill's target have been expanded to include "Party Member", "Enemy", and "All Enemies". This should open up a lot more possibilities for the way skills can be used in RPG in a Box! When using a custom script as an effect for a skill, the $target
variable will contain the chosen party member or enemy (or an array of all enemies if the target is "All Enemies").
- Party Member: Prompts the player for a party member to target with the skill.
- Enemy: Prompts the player for an enemy in the current battle to target with the skill (or an attackable enemy in the current map if the player is not in a battle when the skill is activated).
- All Enemies: Targets all enemies in the current battle (or all attackable enemies in the current map if the player is not in a battle when the skill is activated).

Skill Effects
As part of creating a skill in the Stats Editor, you define one or more effects that will be triggered when the skill is used by a character. As of v1.1, there are several additional options for this:
- Apply Status Effect: Applies a status effect to the target.
- Remove Status Effect: Removes a status effect from the target.
- Clear Status Effects: Clears all status effects from the target.
- Summon Character: Summons a character to the player's team. This is currently only supported in real-time combat, with further functionality to come in future releases.
- Play Sound: Plays the specified sound effect.
Below is a list showing all available skill effects that you can choose from, with more to come!

Status Effects
Status effects can be applied to characters from skills or via scripting and are used to affect their target in various ways, e.g. a stat buff or damage over time. Some new features for status effects as of v1.1:
- "Stun" Status Effect Type: A new status effect type, "Stun", is now available from the "Effect Type" dropdown when setting up a status effect in the Stats Editor. When a character is stunned, they will be unable to move or attack until the status effect is removed.
- Visual Effects for Characters: A new "Visual Effect" setting is available for status effects for assigning particle effects to them, which will be attached to the target character if they have an attach point named "status". You also have the option to customize the attach point for each status effect.
- Retrieving a Character's Status Effects: Bauxite scripts can now use the new
<character>.statuses
property to retrieve the status effects currently applied to a character. You can use this property with the contains
operator in a conditional expression to check if a character currently has a specific status effect.

Scripting
Some helpful new scripting functions related to stats are now available as well. Previously these stat adjustments needed to be done using an "Assign Value" node, however these each have their own visual node as of v1.1!
- Set Stat: Changes a character's stat to a specific value (supports custom stats).
- Increase Stat: Increases a character's stat by a specific amount (supports custom stats).
- Decrease Stat: Decreases a character's stat by a specific amount (supports custom stats).
- Give Currency: Gives currency to a character (supports custom currencies).
- Remove Currency: Removes currency from a character (supports custom currencies).

Other Updates
While there are too many changes to mention everything in this post, here are just a few additional improvements related to the skill system worth mentioning:
- Stat Requirement for Skills: Skills can now require a stat to be consumed in order for the skill to be used (e.g. "mp" for a magic spell).
- Skill Tooltips: Tooltips with a skill's name and description are now shown when hovering over a skill slot.
- Magic (MP) Stat: Characters now have a "Magic (MP)" property that can be set in the Voxel Editor. This determines their initial "mp" and "max_mp" stats.
- Skill Bar Changes: The default skill bar has been updated to now contain five skill slots instead of the previous three. If desired, the default skill bar can now also be overridden with a custom widget. Skills are now automatically added to the first open slot on a character's skill bar when given via the Give Skill function, or removed from their skill bar when the skill is removed via the Remove Skill function.
- Skill Categories: Added "Combat", "Physical", and "Social" built-in categories for skills (in addition to the existing "Magic" category). This is in preparation for future functionality.

Check out the full release notes for v1.1 here:
https://rpginabox.com/forum/d/254-release-notes-for-v11