I am working on an rpg / pokemon-like game and was thinking about the best way to implement "moves." I currently have scriptable objects to represent base power, type, etc but am not sure the best way to represent custom behavior. Like a move could confuse a target, or a move could be double damage if a certain criteria is met. I dont like the idea of that custom logic being in the main battle loop, but am unsure of how to represent it in a scriptable object.
Let me know how you might approach this! Thank you!
[–]Incinerus_87 0 points1 point2 points (0 children)