Yes, there are people who have used 'coding' extensively. So people do have an idea on how to do it (but it isn't necessary for making storygames, so not everyone knows).
I see you have another thread, so I'm assuming this is about that.
What part are you up to? Did you figure out how to create a variable?
I suggest creating a 'test bla bla' storygame, and using it as a place to mess around. Just click the buttons and see what they do. This way there is no risk you mess up the story you're working on (by deleting a page or something).
I just learned how to use the editor this week, so here's how I recommend doing it: Here's the links to the most important articles for learning how to code items and variables, though really, all of the articles on the Help & Info page should be useful. I recommend that after you read an article, you spend some time in the test-game that Zake suggested messing around and getting comfortable with the new systems.
How to use variables
How to use items
How to use link and variable restrictions
How to use the advanced editor
After you're comfortable using the advanced editor, you can check out some of scripting articles on the help & info page, as scripting will offer you a lot more options and flexibility when coding.
Specifically about your health potion question, here's how I would do it. (I think I said something like in the thread that got deleted, though I can't remember for sure. Apologies if I'm repeating anything.)
0) Make sure you're using the advanced editor. (You can activate the editor by clicking "Change editor features" on the "Story properties" page.)
1) Make a variable called "Health".
2) Make an item called "Health potion".
3) Set the "Default effect" for the health potion to take you to a page called "Use health potion".
4) On the "Use health potion" page, write a quick description about how drinking the potion makes you feel better.
5) Put one link on the "Use health potion" page, and have it be a "Previous page" link that says something like "Back to the game."
6) Click the icon with the cross on the "Back to the game" link to cause changes to variables from clicking this link. Make clicking this link cause the health variable to increase by however many points you want.
7) Click on the bag icon on the "Back to the game" link to cause clicking this link to make you drop items. Make clicking this link cause you to drop the health potion.
Not to flex too hard here but I made a storygame where items and enemies appear, so it may be worth while to check it out: Koi Koi
The short answer to your question is create an "encounter" page which handles the logic that you would typically goes through in a fight. You then simply "load" in an enemy when the encounter begins, by setting the different values of the enemy (health/attack), based on the encounter. Variables are all global, meaning you can access them anywhere. So if you want to apply extra damage, or subtract armour from an attack, you just do it by referencing the variable in the attack script.
Replying to all your questions at once;
1) Killa_Robot put that really well, items are actions the player can take. The only reason you'd have a creature as an item is if it's a creature allied to the player, and even then you'd have to plan it out really carefully.
I haven't read this article yet, but here is the article on constructing combat using the CYS editor: Combat article. It has a lot of information on using player stats, hit points, and adding effects from weapons and items. You'll have to read several other articles to understand it (including several on scripting), but you should probably be doing that any ways given the complexity required for making an RPG.
2) Potions can stack. If you want, you can have "Health potion 1" and "Health potion 2" which do the same thing, but are separate items. Alternatively, you can cause "Health potion" to have a limited number of uses which each heal a certain amount of hit points. With the "ITEMUSED" commands, you could allow a player to purchase more doses of the potion at a later time.
3) Having multiple enemies would probably work like this: You give the player a choice of which enemy to attack, and then the damage they deal affects only that one enemy during that round. Meanwhile, each enemy has the opportunity to attack the player on their turn. Alternatively, you could choose to just treat multiple enemies as a single creature to make the math easier on yourself (and the combat easier on the player).
I haven't read the article, but after skimming it, I doubt I could lay out instructions that were any more clear that what's written in the article already. It seems to give a very clear way of setting up each variable and modifier you could need for a fight.
No problem, happy to help!
The combat article covers using weapons to deal damage (or additional damage), and using armor to deflect damage should work the same way.
I'm not sure how to tell you how to add armor/weapon bonuses to stats without knowing how your combat system works.
There aren't any articles that cover situations that specific, but your system seems complex enough that you're probably going to have to read and understand nearly all of the articles to make this work. In particular, I suggest paying attention to the section on random variables and adding variables together, because that's what you'd need for a system where you can add bonuses from armor and weapons.
Lol, I suspect they just needed to be pointed to the right articles in order to get started. The organization can be kinda confusing when you're coming at it for the first time. Once they read all the articles and experiment around they should be fine.
This game is a fantasy adventure RPG game where you can control the direction of the story. This will involve a main character and as you progress through you will meet addtional characters to take part on the adventure with you. You will gain experience to level up, collect inventory and upgrade your weapons and armour, you will also collect summons and pets on your way through the game, you will have to craft different items and level up your skills to progress. The idea of the game is to complete the campaign and defeat Graeldor to save the land of Zeah from complete destruction. If you choose the wrong path you could lose valuable items or characters that may cause the game to become alot harder. Every decision you make will have an impact on your adevnture wether it be a good or bad one.
Oh jeez, please don't drag me into this
Lol, don't worry you're safe.
This was once again all good advice from everyone wasted on a fucktard who didn't know how to keep his mouth shut.
Oh well, guess we can point this thread to other noobs as an example of how to code and how not to act.