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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsDesigning and Implementing an Attribute / Stats System
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« on: March 12, 2016, 07:01:42 PM »

Hello there!

Designing and implementing a stat system the right way.

Stat systems are present in nearly all games - health bars are stats, attack amount is a stat. If you've ever implemented stats that are modified you know things can get complicated very quickly.

(Limited time buffs, or proximity effects, 5 different pieces of equipment the contribute to your stats in different ways etc)

This article covers how to structure an attribute system so it's simple. Simple to reason about, simple to use but allows stats to be modified in complex ways. The examples are in Lua but it's relatively easy to convert to any other language.
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