darkmooninc
Villager
- Xy$
- 0.00
I'm looking to implement a way where the player has two methods of removing enemies from battle. Lethal and non lethal. Similar to Undertale, but without the ACT system.
Enemies who are dispatched by non-lethal method can return again and again in an area for grinding small amounts of EXP, but killing an enemy removes all together at a bonus of larger EXP. Then at the final dungeon near the end of the game (in the underworld), the spawn list is filled with enemies who have been killed through lethal means. Presenting a repercussion to murder.
I wanted to repurpose MP as a Nonlethal health bar but that seems fraught with stress. My working theory is to check enemy death against a trigger that is only flipped by lethal skills, but that's been a dead end too (no puns).
Any idea on what method would work?
Enemies who are dispatched by non-lethal method can return again and again in an area for grinding small amounts of EXP, but killing an enemy removes all together at a bonus of larger EXP. Then at the final dungeon near the end of the game (in the underworld), the spawn list is filled with enemies who have been killed through lethal means. Presenting a repercussion to murder.
I wanted to repurpose MP as a Nonlethal health bar but that seems fraught with stress. My working theory is to check enemy death against a trigger that is only flipped by lethal skills, but that's been a dead end too (no puns).
Any idea on what method would work?