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Derived Health



Finally, here's a picture of the derived statistics in action. This makes the maximum HP of a player grow like this:

MaxHP = 6+Endurance*2.5*Level


Then they would gain Endurance*2.5 MaxHP per level and characters with higher endurance get more MaxHP. Can you put just any commands here? Why yes! This event script will be called every time the engine needs to know the MaxHP of a player or enemy. You could make it call the title screen if the last digit of someone's MaxHP is 6.

This means every time you start a project specifying it to be a blank project you will have to define all the stats yourself. It's not at all hard as you can see. However, if you create a project with default stuff, it'll have all these filled out for you too.

Posts

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this sounds AWESOME ♥
though I did find these commands a bit hard to read. maybe because i just got home from work and i'm exhausted, or maybe because I didn't really test any demo besides the first one yet, alas i'm not used to it :3

BUT THIS IS AWESOME FUNCTIONALITY
Pages: 1