For a new RPG hold I've been planning, I'd like to be able to script certain magical attacks. This might be possible in the current engine, but it would be very difficult and time-consuming. So I came up with an idea that would make it much easier -- and would also have plenty of other applications.
The idea is this. You have variables "
_EnemyX"
and "
_EnemyY"
, which function as parameters for the "
_My"
series of variables. So, for instance, this script:
Set var _EnemyX = 4
Set var _EnemyY = 7
Set var _MyHP = 50
would set the HP of the entity located at (4,7) to 50. (If no entity was located there, the last command would just be ignored.) These would be local variables, i.e. setting _EnemyX in one script doesn't change its value in another. It should (since there's no reason why not) be possible to change the stats of any entity: character, custom monster, default monster or player.
Possible uses:
* Magical attacks, e.g. an accessory that, when used, lowers the DEF of the individual enemy in front of the player. REP could be used as "
magical points"
to limit how many attacks you can fire. If the player had a variety of attacks available, this could drastically increase the range of optimisation choices.
* Creating custom snakes and rock giants.
* A script that takes action when a particular monster's HP falls below a threshold.
* Some functions that are already possible with current scripting would just be easier to script, e.g. changing monsters' stats in response to an event.
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50th Skywatcher
[Last edited by Nuntar at 12-21-2012 03:51 AM]