Quote: "You could also use a variable system, if the player has picked up the suit, Var1 becomes 1."
I was thinking of using a similar method for globalvar=5 for creating armor.
Whereas, the armor value could be added back to the player's health whenever a loss of health took place...
:state=0:globalvar=5,state=1
:state=1,
shotConditionsInYourCustomScript:plraddhealth=-50,state=2
:state=2,vargreater=50:plraddhealth=49,state=3
:state=2,vargreater=40:plraddhealth=40,state=3
:state=2,vargreater=30:plraddhealth=30,state=3
:state=2,vargreater=20:plraddhealth=20,state=3
:state=2,vargreater=10:plraddhealth=10,state=3
:state=2,varless=1:setvar=0,state=3
This would be an easy way to make a 50 point damage shot have 6 different effects on the player.
The number of effects would be limited only to the number of values you accept for the armor.
So, it could be on any scale of 0-99, or higher.
You could also decrement the armor value with a timer or with further actions on damage such as editing state=1 in the above example as follows...
:state=1,
shotConditionsInYourCustomScript:decvar=1,plraddhealth=-50,state=2
Post Script
Here is your
;artifical intelienge script
;header
desk = script to make player undercover(enemy don't shoot you if you don't have weapon)
;triggers
:state=0,plrhasweapon=1:activate,state=1
:state=0,plrhasweapon=0:freeze,state=2
:state=1,plrdistwithin=500:settarget
:state=1,shotdamage=20:rotatetotarget,resethead,state=2
:state=2,plrhasweapon=0:state=0
:state=2,plrhasweapon=1:state=1
;end of script
...with all the commas colons and simicolons in place. (I think)