You could use the self switch function, but unfortunately that would only give you a maximum of 4 lives. Plus, giving that to every object would be a bit tedious. I'm pretty sure variables are your best bet. Unless you want to install an ABS solely for the purpose of being able to give objects HP, which would be just as tedious as assigning self switches to each object.
Resistances, now that's something else. I'm not too sure what you want to do with there, so could please you explain further?
Certainly!
Rock, Wood, Metal, and Flesh compose four of the more common solids in a video game. Liquids and gases won't work with this idea, but many terrain features, including trees (wood), castle walls (rock), weapons and armor (metal or wood), and non player characters (mostly flesh) fit in these broad categories.
Wood burns, rock cracks, metal dissolves. Metal also magnetizes and conducts electricity, rather than suffering too much from it. In a sci-fi, you might have "electronics" [androids/robots/AI's] as a fifth type which is weak vs. electricity.
So basically, you have electricity, fire, cold, acid, magnetism, and vibration as common Resistances.
I would guess the method to making it work is creating the solid types as specific types of variables, which act as containers.
Think of it like pitchers of colored liquid or kool-aid:
The amount of liquid (the number assigned to the variable) represents it's hit points.
The type of liquid (the variable name) represents it's weaknesses or strengths.
So 200 hit points of Wood is not the same as 200 hit points of Flesh or Steel,
since Wood might take 50% damage from Vibration or Acid and 200% damage from fire.
Steel on the other hand, might take 200% damage from Acid and only 50% from fire.
Setting "flesh" to "Standard" (100% vs. everything), might be a good idea.
The Basic mechanism (which I do not yet understand how to do) is
1. assign a variable type to an event object, like a wall tile, a town guard, or a tree stump
2. assign that variable a number, such as 50 hit points
3- plan a. set up the object to disappear when hit points are zero and less.
3- plan b. set up two event pages where the image is 'damaged' at 50% hp (page 2), and 'destroyed' at 0 hp (page 3).
4. have techniques/skills/spells in comment events that can inflict these types of damage.