Reply to Running scripts and saving
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So I was checking out Rabid's poison script and I loved how he used a script attached to Dink, which I always thought was impossible. But just like the dozens of similar scripts I've written for status effects like stat boosts or reductions, poison, burn, ... they always get stuck on the principle that a player can't save while such scripts are running.
So I was wondering if there's a way to keep track of such data like how much stats diverge from the "real" stats in the case of temporary stat boosts, whether someone is poisoned, ... without using 30 global variables and then set these values back once a game is loaded. I think we could all benefit from a solution to this
So I was wondering if there's a way to keep track of such data like how much stats diverge from the "real" stats in the case of temporary stat boosts, whether someone is poisoned, ... without using 30 global variables and then set these values back once a game is loaded. I think we could all benefit from a solution to this