So sort of update to my game! I actually made some progress. Mainly in my UI department.
Introducing the Morale Bar!
I decided to add this function into the game. Essentially, it works like tug a war. The more actions you do (kill enemies, do objectives, etc), will raise the bar towards the blue for the player to retrieve the bonus. However when enemies attack you or use specific enemy skills (Banner men for example), will be able to raise it towards the red. Some levels may begin in the red or the blue.
Since some levels will actually begin with some effects on the field. Typically these will be side missions. Some easy missions may give you benefits, while harder (high risk, much better rewards), will have debuffs. Such as starting enemies out will their morale max.
Buffs and Debuffs:
[Note: It won't actually go off the character portrait in the real version.
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But yeah, currently these buffs do nothing. They're just visual. However I managed to make an array and be able to sort this array (buffs come first, debuffs second.)
I'm not actually sure how I'm going to make the buffs work. I have a system in place that does allow for more to be added to a character (as seen in the gif.) Thus far I even have the buffs working. Though I haven't figured everything out yet.
Also introducing the Resilience System. Essentially everyone (even enemies) at the start of the level will have 100 Resilience, and normal attacks reduce it by 5 and some skills by 10. When it reaches 0, it will give the character an injury that can only be cured by an item or high level skill. (Removed auto by end of level.) However these injuries don't have a set amount of time. Either you remove the injury or you keep with it till the end of the level. Injuries can be anything from reduced movement/no sprint, reduce damage, health, and others.
I hope these can add a bit of depth. More so since both these new systems (Morale and Resilience) can be interacted with the skill modifications and the such. You can technically spec towards more Resilience damage to enemies. At the cost of downsides (as there will be for most builds.) Enemies, however, at higher levels, will be able to actually cure themselves of injuries.