@Cloud-HeadedDev

This is part of why I LOVE using RPG Maker. You don't realize just how many traits can be tagged on to something like a skill or a weapon or a piece of equipment. But what I really love is that it's sort of a cheat sheet. If you look at the engine's code, it already has all of this structured.

It's nothing short of insane that you're working this all out on your own.

@kawaiiskiki

First comment, I guess? Well, anyway... as someone who loves RPGs, the attention to detail may be greatly appreciated in the long run. Keep up the good work :face-red-heart-shape:

@raidev_

I'm currently making a turn based rpg in godot. 

I use a similar approach with the skills (which i call abilities there) being reources, kind of the equivalent of scriptable objects. 
The resources themselves have basic info like name, description, damage, target range (one ally, one enemy, aoe enemies etc), parameter (damage, healing amount etc), hit or crit chance, what elemental damage it does etc. 

The actual logic is handled in an ActionSequence script with functions that can be attached to each ability. 

These call a bunch of generic functions like heal(amount, target), damage(amount, target, attack_stat, elemental), add_state(state, target), move_actor(vector, target), anim(animation, target) etc in a sequence which allows me to have a lot of control over what the skills do while generalizing anything that can be reused.

@deafharp8944

I wish you the best of luck man, inspirational work so far!

@ADevAura

Fine works! managing all of this things is hard and I respect you for that! a question, are the boxes and other neat ordering things in your unit scriptable object made in custom inspector or the script itself? thanks!