RPG: Add support for custom weaknesses for scripted monsters and equipment #466
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Adds a new pre-defined var,
_MyWeakness
, that allows for scripted monsters and equipment to support additional weakness types beyond the current Goblin and Wyrm weaknesses. If the player battles a monster with a custom weakness value, and the custom weakness value of their weapon or accessory matches, the player will benefit from the x2 ATK bonus. This check is case-sensitive.In the UI, a monster's weakness is given as its "aspect", while equipment tooltips show a "Strong against" line if a weakness is set.
Currently, a scripted entity can only have one aspect or strength, but it would be possible to use a specified character as a delimiter and support multiples.
Thread: https://forum.caravelgames.com/viewtopic.php?TopicID=45774