So do you think I would not be turned down for a job whether as a programmer or as a future game designer because I haven't learned a scripting language?
Whenever you apply for a job, your skill-set will be matched against the needs of the company. As most programmers aren't expected to do scripting, it's unlikely it would have an impact. On the other hand, if you plan to apply to game companies as a designer, then you likely want to have experience with multiple scripting languages. The best way to figure out which ones is to look on the hiring portals of various game websites and see what languages companies are looking for. The most popular online job portal for games is
Gamasutra's Jobs Portal. And of course, you can always look at the "Jobs/Hiring" pages of your favorite game companies.
So if a script was set up for an enemies health, if you found them to be too strong, you could change the script value of 200HP to 150HP without restarting the game and recompiling your code, and see the change in results? If this is the case, what limitations are there for what can be scripted? Or would it just be harder to write a game full of scripts and be close enough to the computer to accomplish what you want?
Scripts are usually put in place to change behaviors, not values, though the principal is much the same. For changing values, such as enemy health, there's usually some kind of editor or database application that shows the health of the monsters. The value would be updated in the application and the level/monster data saved to disk. This data file then gets loaded into the game and the new value would be there.
Scripts are more like making alarms go off or creatures spawn when someone opens a door or moves into a specific area.
This is so out of my league right now. Is this something I will learn as I move forward, because to be honest I understand what you are saying but actually applying that into a real situation would just be me throwing darts with a blindfold on.
It's something you'd learn in a computer graphics class. It is also something you can learn on your own as you advance your studies. If you use Unity, you don't have to worry about it at all. If you use XNA, the steps of the pipeline are handled for you, but you have to provide the Graphics API with the model objects you want it to draw (just a couple lines of code).
Another nice benefit of XNA is you can take baby steps. 1. You can use models and the BasicEffect class, which pretty much does everything for you. 2. You can use models but then write your own effects and Real-Time shaders. This gives you more control over the graphics pipeline and lets you control the vertex and pixel shading parts of the pipeline. That's the per-vertex or per-pixel lighting and texturing steps I outlined above. 3. You can create your own vertex & index buffers and use your own real-time shaders. At this point you've got more or less complete control of the pipeline and can do hardware instancing, advanced shading algorithms, hardware skinning... you name it. But again, don't start there. Just start making simple, manageable 2D games in XNA.
One thing I recommend to people, and the first tutorial series I wrote here on GameDev.net back in the late 90's was "OldGames: Making Games from Old to New". Basically, start by making a pong clone, then move on to Asteroids, Galaga, Tetris, Pac-Man, etc... keep making simple 2D games beginning from the earliest PC games and working your way forward. In that way, your capabilities continue to grow, and your games look and act increasingly more complicated - which is very rewarding! Once you feel you've gotten as far as you can with 2D games, then move on to Unity and 3D games.