Hopefully this is the right spot to ask about this… Forgive me if this is already a feature that I haven’t discovered yet, but I don’t think the example characters have something like this, and I haven’t encountered it in the documentation I’ve read yet.
I’m curious if the engine has a feature for states that aren’t triggered by a player’s input, but rather caused by mechanics, such as an ice attack causing the opponent to become frozen, or using a move to enter a stance that changes what attacks you have available and potentially other things, like movement and appearance. I imagine a robust stance system might also allow for things like install supers.
(Given that the word “state” already refers to actions like attacks, I’m gonna call something like “the state of being frozen” a “status”.)
I’d also be curious if it’d be possible for an attack to create/alter a variable on the opponent that triggers a status at a threshold, like some kind of “dizzy meter” mechanic.
At the extreme end, I’m also considering statuses that change a character’s options/behaviors. For example, a character might have some kind of polymorphing attack that turns you into a frog. It’d be like a status in that it’s triggered by an enemy attack and likely has a duration, but like a stance in that it’d alter the attacks available to you, and how your character controls.
Are these features the engine is currently capable of? If not, I’d like to propose them as additions.
Thanks for listening!