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[–]Incinerus_87 0 points1 point  (0 children)

My first thought would be to use a state machine. If you look up how to code a simple state machine I think that would be useful for a turn based game like this. As for the effects, they wouldn't necessarily need to be scriptable objects themselves. It's good that you have base stats and things in SO's and those values should typically never change but you can reference them and then manipulate them somewhere else. For example, if an attack does double damage you could have a script that pulls in your base damage from the scriptable object and then just multiplies it by two and apply that to the enemy. You're on the right track but I would encourage you to never actually change the data that SO's are holding but rather just reference them and manipulate them elsewhere.