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Popup Dungeon Wiki
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== Tips & Tricks == === Things to Keep in Mind === * When creating abilities for new enemies, remember to set their power level correctly during preview. You don't have to worry about a novice entity not being able to use your elite-rank ability efficiently, but you also don't want to wonder why your perfectly balanced stun attack suddenly doesn't work anymore if used by an adept. Additionally, enemies can have additional strengths and weaknesses based on their rank which you might want to check. * Granted abilities may not profit as much from limited uses as normal abilities do, but they are still empowered. If you plan on creating an ability specifically for getting granted, you might want to add limited uses. * Stolen statistics remain even if the target has already died, this can be useful when targeting dying allies or allied summons as these do not apply their defense/resistance against the action, allowing for an easy net increase in party power. Same goes for transferred debuffs. * A lot of conditions do not work together with negatives if there positive effects are also part of the ability. This is to prevents creating too strong supporting abilities with easy to avoid drawbacks. If the system prevents you from saving your new ability, check your conditions and try to remove negatives. * Most self-inflicted negatives for range 0 abilities are very weak and might not fit with your idea (e.g. a self-destruct that will trigger a kill status in 3 turns). It is currently possible to trick the system using reactions: A reaction with range 0-1 and the target setting <self> can inflict much greater negatives than normally possible (tested for PCs and the kill-status). * If you're not happy with how the AI handles some of your abilities, you can try to turn them into commands and reactions. For example, when using an attack including a <orient away> and another attack which only works on the back on the target, the AI might always go for the back shot right away, wasting AP on movement instead of using the first ability. Turning the backshot into a command <When an enemy turns their back on you> might help. * Picking a nice animation for charging abilities might be tricky sometimes, because the charge animation is currently based on the first few dozens frames of the animation. This might lead to strange results if using fast moving, jumping casting animations like the smoke bomb (the entity wobbles wildly in midair all the time while charging). * Debuffing SELF in an ability can be used to reduce AP cost or cooldown etc. While not powering down the ability as much, Debuffing yourself basically strengthens the rest of the ability most of the time to balance it. * Due to the effect of [[Sudden Death|Very Sudden Death]] damaging allies starting at Round 10 a battle is not expected to last longer than fifteen rounds. Please take into mind this when making abilities, especially abilities that summon or transform characters/enemies.
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