I favour using lists as well. One thing that Ibshall be needing to do for RPG.zh before Beta phase, is condensing all the for loops that make checks, into a minimal number, that make multiple checks.
@ywkls: I have no idea how my code would be confusing. Most of it reads like normal English syntax, because of the names and constants that I use. If you mean my use of statements, where you don't think any are needed, really, it's just better to add the verification passes. So many conditions can arise, unexpectedly, that make that ideal.
Download the last public build in my signature, and read through what you may. It's broken into segregated files, each for its own engine aspect, but it's pretty big--and the present version is larger still. Most of what you mentioned is in there, except for that enemy and player stats buffer. I'm not sure why you need a buffer like that, but what I do is to randomly assign enemy HP based off of initial HD.
That adds a bit of variety into the game, IMO, but it's clearly optional.
I do need to include the generic ghost enemy set-up scripts, but that can wait for a1.0. One important thing for enemies, to me, is setting up all ten script type defs. There are already utilities for that, but many of my later engine components use lists and values that the game designer must assign, including CR (enemy difficulty relative to player level), XP, adjustments, and so forth.
I'd like to condense those all down, at some point. It's critical when designing this sort of thing in ZC, to plan ahead for ZScript quirks, and limitations.
I should be back home next week, so we can all hop on Skype and share secrets. That includes Binx, and grayswandir, if they're interested.
I'll also note that I don't mind changing how things work, if a better method is available, neither do I mind adding more user options. I rather prefer having many of those.
P.S. My method of character switching is far more involved, and it does things such as tracking independent equipment per PC. It uses CopyTile for sprite switching, and I will probably go with a character proxy sprite in general, eventually.
Edited by ZoriaRPG, 13 November 2015 - 12:36 AM.