Well, if you can do that, it would be fantastic.

Here is an except of my ideas pad for doing this:

[code]

Store enemy HP in screen->Misc
if enemy HP is being reduced by the weapon reduce it further?
Otherwise, do not apply additional damage?

Do-While loop for FFC. It executes do code, dealing damage, while it runs, until collision disables it.

Damage type SCRIPT10 (Beam damage may need to be SCRIPT9).

FFC moves attached to X/Y of sword LW.


FFC makes second LWeapon, once per frame.
That LW lasts for only 1 frame.
No, that Lw lasts until collision, for up to X frames.

FFC runs while original LW (SWORD) isValid.

Beams should work without this, but just in case, a beam FFC would work until collision with an enemy, or screen edge.

[/code]

The main problem, is scripting slash, spin attack, and other sword techniques; and of course beams. What I was thinking of doing, is setting the sword to do 0 damage, and creating another LW at its position, updating with its movement (hence, the FFC), that acts as an LW dealing damage, with the type SCRIPT10. (The beam may need to be another type, such as SCRIPT9.)

Then, perhaps use your functions that use existing defence settings, so that these could apply to these script types automatically using normal enemy editor NPCDs for LW_SWORD and LW_BEAM. (i.e. Script10 uses NPCD_SWORD, and Script9 uses NPCD_BEAM.)