Ok Baardvark,
Waiting soon for your script works. Don't worry about vitality changes.After your work is finished in the scripts as well as creating new race (bloodmorph or necromorph) with elf template. I can rearrange vitality work as i worked inside both character and data files to make a perfection vitality balance again. I made the whole change in nearly 1 hour so it will not be a problem for me to make it again because I knew which stuff i will change.
I tested the game nearly 10 hours of playing with my update very challenging and good results. As weapons / damage / encounters are really giving hardcore fun and balanced. So weapon damages are not going super high damages by vitality / level ups so sword is sword in the begining and ending of the game & creature is creature in balance ( Of course animals, summons, big creatures , bosses , tough chars are arranged by gain exp levels and encounter difficulty otherwise it will be meaningless if a cat have the same vitality/armor so its not.) However as i said quality weapons still have higher damage values then normal ones again high attribute valued chars have different vitality/armor values. Damage / accuracy chance are on skill based as maxed to %50 like in the real engine because its already balanced.
Hope you can find out good solutions with changing the main script codes for our goal on permanent
injury & dying project. And later when game fully released we can still use those changes for sure because game main files are not changing so much in time as i already summoned many monsters that are not inside the game for now but already finished & working. We can upgrade codes more in that time.
Last edited by Yuhnis; 14/08/17 10:00 PM.