Hello there. This will have to be another small one, as life picked up in bad way. I mentioned last time that I wanted to get down a few of the classic status conditions, but before I knew it I pretty much listed out all the ones referenced among all the seeds and orbs I put out before. An attempt was made to alter some of the the in-game directions found in the reference site, specific rundowns of effects that unsurprisingly won't make sense for how dungeons will be handled in this project. More passes may be in order, but I think these will do for now. Now when it comes to "Durations", or how long these effects typically last without the use of specific items like berries, some of the entries at the reference site typically gave a range of turns (e.g. 10 - 15 turns) when their effect is expected to end on its own. Might it be better in the long run to instead pick a single definite turn for it to end? Possibly. But for now I just went with a 20% chance for an early reprieve until the last turn.[hr] [indent][hider=Status Conditions] [center][h2][u] Status Conditions [/u][/h2][/center][table=bordered][row][/row][row][cell] [h3][abbr=The Pokémon cannot see items or the dungeon walls. They also aren't able to distinguish between allies and enemies and may wander about and attack at random.│Duration = 6 Turns][center]Blinker[/center][/abbr][/h3] [/cell][cell] [h3][abbr=The Pokémon will wander about and attack at random. Not even thrown items will travel in the desired direction. Allies are treated as foes unless otherwise prevented.│Duration = 7-12 Turns (20% for Turns 7-11)][center]Confused[/center][/abbr][/h3] [/cell][cell] [h3][abbr=The Pokémon will hesitate and ultimately completely miss when attacking with a regular attack, a special attack, or item use. Allies are treated as foes unless otherwise prevented.│Duration = 11-12 Turns (20% for Turn 11)][center]Cowering[/center][/abbr][/h3] [/cell][cell] [h3][abbr=The Pokémon will see others replaced by substitutes, making targeting a foe more difficult and treating allies as enemies. Items and special floor tiles will be replaced with flowers.│Duration = 11 Turns][center]Cross-Eyed[/center][/abbr][/h3] [/cell][cell] [h3][abbr=The Pokémon with this status will be preferentially attacked by dungeon enemies. This status disappears if a new decoy appears. Moves that target multiple enemies will target only the decoy if possible.│Duration = 21-49 Turns (20% for Turns 21-48)][center]Decoy[/center][/abbr][/h3] [/cell][/row][row][cell] [h3][abbr=The Pokémon is able to see all hidden traps and all invisible Pokémon.│Duration = Entire Floor][center]Eyedrop[/center][/abbr][/h3] [/cell][cell] [h3][abbr=(Also see ''Focus Energy'') The Pokémon's attacks will score a critical hit unless otherwise prevented by foes.│Duration = 2-4 Turns (20% for Turns 2-3)][center]Focused[/center][/abbr][/h3] [/cell][cell] [h3][abbr=The Pokémon will be dealt 1 damage (-1 Health) and be unable to move.│Duration = 10 Turns / Until they consume a hunger-restoring food item][center]Hungry Pal[/center][/abbr][/h3] [/cell][cell] [h3][abbr=The Pokémon cannot be seen by anyone, except for Pokémon that have ''Eyedrop'' status.│Duration = 11-15 Turns (20% for Turns 11-14)][center]Invisible[/center][/abbr][/h3] [/cell][cell] [h3][abbr=Items tossed by the Pokémon will have a range roughly triple the distance compared to their normal range.│Duration = Entire Floor][center]Long Toss[/center][/abbr][/h3] [/cell][/row][row][cell] [h3][abbr=Half of damage dealt by all physical attacks will be reflected back at the foe. It cannot be inflicted on a Pokémon already with the ''Counter'' or ''Mini-Counter'' status.│Duration = 7-12 Turns (20% for Turns 7-11)][center]Mini Counter[/center][/abbr][/h3] [/cell][cell] [h3][abbr=The Pokémon is capable of crossing any terrain type and passing through walls.│Duration = Entire Floor][center]Mobile[/center][/abbr][/h3] [/cell][cell] [h3][abbr=Moves that require the use of the mouth will fail. The Pokémon may also not speak, nor eat or drink items.│Duration = 11 Turns][center]Muzzled[/center][/abbr][/h3] [/cell][cell] [h3][abbr=The Pokémon cannot take any actions at all.│Duration = 5-12 Turns (20% for Turns 5-11)][center]Paused[/center][/abbr][/h3] [/cell][cell] [h3][abbr=The Pokémon is unable to do anything, and cannot move.│Duration = 10-20 Turns (20% for Turns 10-19) / Until the Pokémon is affected by any item or move.][center]Petrified[/center][/abbr][/h3] [/cell][/row][row][cell] [h3][abbr=Items tossed by the Pokémon other than lobbing items will pass through obstacles.│Duration = Entire Floor][center]Pierce[/center][/abbr][/h3] [/cell][cell] [h3][abbr=The Pokémon, if not already under the ''Sleep'', ''Nightmare'', or ''Napping'' statuses, cannot move, use items or attack, but items can still be be removed from them.│Duration = 3-6 Turns (20% for Turns 3-5) / Until the Pokémon is awakened by being attacked (25%)][center]Sleep[/center][/abbr][/h3] [/cell][cell] [h3][abbr=Enables Pokémon to steal enhancing status moves from enemy Pokémon.│Duration = 4-5 Turns (20% for Turn 4)][center]Snatch[/center][/abbr][/h3] [/cell][cell] [h3][abbr=The Pokémon can only run, and is incapable of using moves, picking up or using items, focusing or moving to the next floor using stairs. They will also flee from other Pokémon, including allies.│Duration = 9-15 Turns (20% for Turns 9-14)][center]Terrified[/center][/abbr][/h3] [/cell][/row][/table] [/hider][/indent] [hr]I don't know what possessed me into arranging them in alphabetical order; I'm just gonna add more later. Anyway, because this update is on the lighter side, I wanted to address the beginnings of a potential new feature that's been on my mind for a while. Essentially, it comes down to a basic, shifting market that'll be active in the background. I'd like the prices of at least certain items to fluctuate over the course of the in-game year. Whether general shifts occur every month or more frequently, I think that this adds that extra layer of strategy to trading in general that I'd love to explore. And while those broad shifts might be relegated to RNG to a certain extent, some prices really should be tied directly to events and situations in the setting itself. I know this'll just open the biggest can of worms, just the worst slow-motion case of feature-creep you've ever seen, in other words - a total mistake. But it [i]is[/i] my mistake to make. Plus, I'd welcome the extra diversion. All the same, thank you for paying this project a visit again. Take care until next time.