02-14-2014, 04:03 AM
*Shrugs* Dunno.
But, I don't see much harm in duplicating the following into Game_Enemy or into Game_Battler (if in Battler... Game Actor overwrites anyhoo):
and in the initialzie method, either this (easiest)
or That is if you want enemies to have equipment, if not to merely add the visuals. ^_^ Then you can make a routine configures individual enemies and their gear. THEN, duplicate the Game_Actor data in the visuals script, for the Game_Enemy class. That might work.
If it's only a matter of a suit of armor, you'd only need to change 1 armor slot. (#3). I believe that it only slows down when the battlers are first drawn or refreshes. If it is a single sheet sprite system like a Minkoff system... no worries. But not a ccoa spritestrip system.
Heheh... having equipment slots is an idea that we're thinking of for ReGaL, but for use with a paperdoll system wasn't on our mind.
But, I don't see much harm in duplicating the following into Game_Enemy or into Game_Battler (if in Battler... Game Actor overwrites anyhoo):
Code:
attr_reader :weapon_id # weapon ID
attr_reader :armor1_id # shield ID
attr_reader :armor2_id # helmet ID
attr_reader :armor3_id # body armor ID
attr_reader :armor4_id # accessory ID
Code:
@weapon_id = 0
@armor1_id = 0
@armor2_id = 0
@armor3_id = 0
@armor4_id = 0
Code:
@weapon_id = 0
@armor1_id = 0
@armor2_id = 0
@armor3_id = 0
@armor4_id = 0
If it's only a matter of a suit of armor, you'd only need to change 1 armor slot. (#3). I believe that it only slows down when the battlers are first drawn or refreshes. If it is a single sheet sprite system like a Minkoff system... no worries. But not a ccoa spritestrip system.
Heheh... having equipment slots is an idea that we're thinking of for ReGaL, but for use with a paperdoll system wasn't on our mind.