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We have also provided systems such as conditions for picking something up, and changing variables/switches when you pick something up or throw it. This means you can set things up like only being able to carry an object while holding a glove, or having a throw count as an attack. It should also work for throws in beat 'em ups and fighting games.





We are continuing to work on Visual Script's performance, but for areas with hard limits like bullet-hell patterns and the cases above, we plan to address them by preparing similarly specialized structures.
Used well, this makes things like “turn on the ‘Poison’ switch of the opponent with the highest HP" possible and relatively easy to do. Furthermore, by specifying a list as the homing target, you can produce multi-lock-style behavior, such as firing homing missiles at the 3 enemies nearest to you.
Variables can be forcibly changed by typing them in on the debug monitor side, so I think this should make debugging considerably easier.
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