Chaos Project

RPG Maker => RPG Maker Scripts => Topic started by: Heretic86 on August 29, 2016, 10:04:43 am

Title: [XP] Do any Scripts that you know of check Names of Enemies?
Post by: Heretic86 on August 29, 2016, 10:04:43 am
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 )
Title: Re: [XP] Do any Scripts that you know of check Names of Enemies?
Post by: KK20 on August 29, 2016, 11:07:03 am
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.
Title: Re: [XP] Do any Scripts that you know of check Names of Enemies?
Post by: G_G on August 29, 2016, 01:24:08 pm
http://forum.chaos-project.com/index.php/topic,10113.msg165713.html#msg165713
Title: Re: [XP] Do any Scripts that you know of check Names of Enemies?
Post by: Heretic86 on August 29, 2016, 05:12:19 pm
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.