This idea can be quite useful, and there are two versions of it:
1# - "Unique index": .Dmg - Determines the damage that the NPC receives (added an underline after the index):
- Spoiler
- _Fireball
_Jump
_Hammer
_Shell
_Sword
_Iceball
_Lava
_Explosion
_Blockhit
_Tails
Example:
Code: Select all
with npc (sysval (param1))
if .ivala = 1
.dmg_fireball = 5
else
.dmg_fireball = 1
end
end with
If the value is -1, then it becomes Infinite.
Only .dmg without underline will decrease all resistance at once.
2# - Index for each type of Damage.
Example:
Code: Select all
NPC(ID).Firedmg = 1
NPC(ID).Hammerdmg = 5