Open HimeWorks opened 10 years ago
http://himeworks.wordpress.com/2013/11/14/troop-emerge-name
This handles the 1st and 3rd options so far. 2nd should be relatively easy to add.
The "custom emerge message" can be done by forcefully changing Vocab::Emerge to "%s" and then rolling out my own "default message format".
Out of curiosity, are you working towards something more substantial with this? Or is it purely just emerged messages?
Specifically the name to show for the troop, not emerge messages in general. Unless I am writing some sort of "framework" script, there is usually only one purpose.
Thus you can reuse an enemy using different names?
Basically. I'm thinking of just changing the Game_Enemy object's name. Seems a lot better than
Slime A Slime B
You could even throw in a random name generator to pick random names. Though now that I think about it, that should be a separate script, since it's no longer just an "emerge message" anymore.
The requirement for customized message formats for each member still stands though.
This makes me wonder a bit... Will property syncs and param formulas function correctly with this AND notes from *.txt files?
Hmmm.
Battlers aren't referenced by name. The name comes with the battler, so you can change the name all you want for the most part.
Thanks for this, Tsukihime! I am about to test it out, will provide feedback soon.
Edit Works great! So far no problems! Thank you so much for this!
I should probably implement the second option before closing this, since it's a logical option.
The default behavior when you enter a battle is for the game to display all the enemies that you encounter
This script will change it so that you can do the following