Here is a script:
Label 1
Set var "_MyATK" = 11
Set var "_ATK" + 10
Set var "_MyHP" = 1000
Each defend 1
This results in an enemy that takes a while to kill, and at the end of combat the player will have around 1000 ATK.
However, this result only occurs if you let the combat rounds play out. If you have the fastest combat speed, or skip to the end of the combat at any point, it plays out as if the HP changes don't happen. Even more strangley, if you do an "
instant"
combat and undo after making some moves, your stats stay consistent. But if you have a less than instant combat speed, your stats will correct to reflect doing the entire combat.
This is bad because it means the UI can affect how the actual game logic runs.
EDIT: This is the tip of the iceberg for a lot of terrible problems you can cause by changing stats during combat. oh no.
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[Last edited by hyperme at 05-08-2025 08:35 PM]