06-02-2013, 07:40 PM
Enemies don't use their own pathfinding system per-say. Well... if you're talking about taking just one step into that space at the same time. Companions do, but not enemies. The space would not be reserved in that manner, but it could be that the tile may be occupied by an event (whether hidden or not). OR.. it was designed with a parallel process or auto-event (not actually a part of the ABS) whereby you set certain events (like the monsters) to react and move... until the event is done... then the player can respond. But this would be something intentionally coded.
Yes, the HUD can run into conflicts with other scripts. Besides the script call, it also uses an RMXP switch value to turn it on/off. If you configured another script to use the same RMXP Switch, both this and the other script would activate at the same time. FINE if it's a MiniMap that you want to show the same time as your hud, but bad if it's a Day/Night script that turns on a switch when it reaches midnight.
Yes, the HUD can run into conflicts with other scripts. Besides the script call, it also uses an RMXP switch value to turn it on/off. If you configured another script to use the same RMXP Switch, both this and the other script would activate at the same time. FINE if it's a MiniMap that you want to show the same time as your hud, but bad if it's a Day/Night script that turns on a switch when it reaches midnight.