Generic RPG Ability-System structure
Hey there, I'm building a Turn-Based RPG game, like the original Final Fantasy series, for example. I got the hang of dealing with jobs and classes and stats, even with how to unlock skills and set them for each character.
What I'm having trouble with is figuring out a way to structure how my "skills"/"abilities" should be organized in code. I'm trying to make them generic, built with scriptable objects that have their behaviour called in sequence so a Designer could make Skills on their own by mixing blocks of actions instead of having to hard code everything.
In fact I'm trying to make every action in the turn-based combat a "skill" of sorts. Using an item, for example, could be a skill, just like casting fireball, healing, draining MP or doing a basic attack. Anything you can pick from the menu to do in battle is a "skill".
The way I've been thinking of setting this up is: - The most generic kind of character 'skill' is called a Behaviour. - Behaviours can be Passive or Active (sub classes). - Passive Behaviours are either always on (change a stat) or subscribe to an event at the stat of the battle, that when raised does it's thing. - Active behaviours show on the menu, you can pick from sub groups and use them. - All behaviours are composed of an ordered list of acts that are called one by one. - "Acts" are anything from moving the character to a position closer to the enemy, playing an animation, dealing damage, consuming an item, etc... - Acts can have details (who is acting, who are the targets, how to calculate damage, if it's a long distance action, etc) - Fight runs at a coroutine that calculates whose turn it is, waits for an action to be picked and then runs as coroutines it's set of acts before moving to the next character's turn.
So then I'd have to just build a bunch of acts with everything I can possibly imagine as Scriptable Objects with Coroutines and then nest them together.
What do you guys think? Is this way too complicated or would there be a better way?