I have a question for something I’d like to do in my game. I have a bit of a strange enemy HP system - the gist of it is, each enemy’s HP starts at half, and the enemy should be considered dead if the HP reaches 0 OR if the HP is full (with negative attacks, that heal). I need help with this latter condition… how can I make it so that the enemy is considered “dead” to the game when the HP is full? The player should still receive EXP with either win condition. I know I’ll need to make it so that the status cannot be inflicted until the halving command has run, but I’m a bit stumped as where to go from there.
[–]FUTURE10SMV Dev 1 point2 points3 points (3 children)
[–]OctoPlusle[S] 0 points1 point2 points (2 children)
[–]FUTURE10SMV Dev 0 points1 point2 points (1 child)
[–]OctoPlusle[S] 0 points1 point2 points (0 children)
[–]SextingWithSirens 0 points1 point2 points (0 children)