Originally Posted by
Mitsukara
This would absolutely be helpful. I have seen so many people that don't even use the other script weapon types to avoid this problem. I did it myself for over a year. I finally had to figure out how to script an NPC to set it's misc modifiers as sort of buffer placeholders just to switch the script weapon defense type in context, and then switch it back to it's default... this makes no sense.
If it is at all possible, it would be a MAJOR improvement to have a third page in the enemy editor of eweapon defenses, for each of the 10 script defenses separately. I think a lot of people would appreciate this, who simply don't come around here much.
That said, if it never works out, I do understand the ZC source is probably a nightmare to work with. There's over 15 years of legacy code to work with, after all. : ( But it'd be really, really cool, and extremely convenient.