A fighting engine.
Nothing like christiaans, this would be fighting like urban chaos in 2-d.
Basically, the idea is to create several one monster screens which disable dink's magic... except his "fighting skills". Your opponent has a variable, &monsterstatus called during his script. Every time your opponent is hit, the value of &monsterstatus is used to determine the strength of the blow. If your opponent uses a block move, &monsterstatus is set to five. The hit() function notices this and lessens the force of the blow. If your opponent is in the midst of a standard attack when you hit, &monsterstatus is changed, the hit() function notices this and temporarily stuns the enemy. &stun would be another variable. It would determine how much stun time your enemy has left. You could use a while() type statement to keep the monster in stun for a certain time. Damage to your enemy could also be determined by a global variable &status. When dink uses an attack of any sort, the variable changes to reflect the attack type. The monster, if not stunned or attacking, will easily block a powermove, while it will have trouble blocking a speedmove. Also set in the use() function would be a temporary defense reduction, or something to stun dink.
Any obvious problems?
Basically, the idea is to create several one monster screens which disable dink's magic... except his "fighting skills". Your opponent has a variable, &monsterstatus called during his script. Every time your opponent is hit, the value of &monsterstatus is used to determine the strength of the blow. If your opponent uses a block move, &monsterstatus is set to five. The hit() function notices this and lessens the force of the blow. If your opponent is in the midst of a standard attack when you hit, &monsterstatus is changed, the hit() function notices this and temporarily stuns the enemy. &stun would be another variable. It would determine how much stun time your enemy has left. You could use a while() type statement to keep the monster in stun for a certain time. Damage to your enemy could also be determined by a global variable &status. When dink uses an attack of any sort, the variable changes to reflect the attack type. The monster, if not stunned or attacking, will easily block a powermove, while it will have trouble blocking a speedmove. Also set in the use() function would be a temporary defense reduction, or something to stun dink.
Any obvious problems?