So, I figure that if we are able to make our own damage types, it would make sense to be able to define how much they damage enemies.Randy, in another thread wrote:Well, it goes hand-in-hand with what I'm working on: Custom state labels in decorate. So you could have a Death.Cow state in an actor and gave a missile a Cow DamageType and make the actor show its cow death when it gets struck by that missile.
For example, a flamethrower could work wonders against a zombieman, but flamethrower vs. Afrit wouldn't be very useful. A freeze-gun would be, though.
How about a new property, Damagescale.<Damagetype> <percent scale>
So, for Afrit:
Damagescale.fire 0.1
Damagescale.freeze 1.5
Makes him almost immune to fire, takes another half again damage from freeze weapons.
This could also be useful if you include a normal type. For example:
Damagescale.normal 0.0
Damagescale.fire 0.0
Damagescale.freeze 0.0
Damagescale.cow 3.0
Would make a monster that is immune to everything (Including weapons that have no damage type, such as the pistol) except for cows. The player can find a room full of enemies and they can laugh at him and run him off until he finds the cow cannon, which will allow him to get past them. I mean, stupid example, but it illustrates my point.
Randy? How hard would this be to put in? Any chance it can make the next version, or the version after that?
