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Originally posted by Demiscus:
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First you'd make a global variable for your hero's hp. Then, make an event thats always going that makes it so your hero's damage will be transferred to the variable and then you can cure the hero.
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Hey, that's a great idea!! Using a different variable for health! Brilliant!
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Of course the only way this would work is if you can make an event that is always going on or one that starts when your chracter gets hit.
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Yes, that is a problem. There is no event for either of these. But, you could link the event to the hit and miss actions of every weapon. That way the event would be getting checked during combat continuously, even though it wouldn't literally be getting checked when the player takes damage.
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another drawback of this is you'll have to trouble doing the statistics picture because you can't use your actual hp stat or if someone deals lethal damage in one blow (try giving huge amounts of hp).
You could use one of the resistances instead of a global. That way it would be available to display on the statistics screen. (BTW, it strikes me as an unfortunate limitation that you can't display globals on the statistics screen -- or other layouts, for that matter)
Anyway, cool idea! Thanks!! That might do the trick, even though it's a gnarly workaround to what seems to me like a missing feature.
-jinnes
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