Since Enemies dont really have any place except a Config to add parameters, Im just curious if any scripts you know of rely on checking the Name for special properties?
For example:
Ghost - Ghost\property[val]
Trouble is with this method:
#--------------------------------------------------------------------------
# * Get Name
#--------------------------------------------------------------------------
def name
return $data_enemies[@enemy_id].name
end
I already have a work around, assigning @name during init, but fear it may cause some conflicts with other scripts, so just curious...
(got bored, wanted floating enemies to have a floating animation... :p )
You can just make a new method or overload name with a parameter to return the full name of the enemy while leaving the default to return just the name itself.
Also how is this going to be any different from G_G script? Why not just make an update to that instead.
http://forum.chaos-project.com/index.php/topic,10113.msg165713.html#msg165713
Quote from: G_G on August 29, 2016, 01:24:08 pm
http://forum.chaos-project.com/index.php/topic,10113.msg165713.html#msg165713
I didnt even know about that script!
Ok, so I read thru his code and see the differences. That is probably a better script for a couple of reasons:
#1 - It doesnt mess with def name
#2 - It doesnt mess with screen_x, y, or z
#3 - It enhances Battle Logic
I was just going after Floating Enemies for Animation purposes but didnt do anything to the Battle Mechanics. Only thing I may have done a bit better was to use Trig instead of Linear Floats, but its such a minor thing, I doubt anyone would really care.
Oh well, I was having fun putting it together just to play around with Battler Sprites. I think there are so few people that use XP anyway that it may not be worth while even releasing, especially when there are more than sufficient scripts already in existence.