That's pretty brilliant: mate You went from not being able to handle ZScript to working with complex functions in a remarkably short time.
You should really post what you have done, to date, on this header, as an Alpha, so that others can start using it; or contributing to it. If you want real filespace, I can make a server account for you. (The RapidShare thing is always such a pain.)
I should be able to integrate some of the functions that I did finish at some point, once I see how you set the rest of it up.
I'm curious: Did you use floats, and division, to handle the problem with FFC weapons applying damage per frame, or did you find another solution that I handn't considered?
Have you done anything that involves reading all the enemies on a screen, and assigning a value to them by (the enemy editor) enemy number, rather than the screen NPC number? One of the things that I was trying before I stopped working on it, was to read the NPCs, determine their enemy editor numbers, and assign those numbers to the slots; then affect them with LWeapons based on their enemy ID. This would simplify special enemy effects, without needing to script custom enemies.
For example, all Moblins on a screen, may be especially vulnerable to LW_ARROW, but take 1/2 damage from LW_MAGIC; Gibdo enemies could take damage * 2 from fire; special weapons could instantly destroy enemies of a certain type, on contact, using the different LW_SCRIPT entries, as the enemy editor only has a generic script defence type, instead of a script defence for each LW_SCRIPT number.
Having this would also give you half of what you need to create special defence items for Link, against those enemies; or other enemy-specific effects. I am hoping to eventually integrate Lore skills in my game, which for enemies, would give combat advantages (offence and defence) if the player has the correct Lore skills (e.g. Lore: Undead).
Edited by ZoriaRPG, 28 March 2014 - 10:41 PM.