08-18-2009, 01:02 AM
Actually, it shouldn't be too hard. There were only 4 methods involved. Just note the way that enemies are handled in VX and you shouldn't have too much problem converting it.
Meanwhile...
While working on a patch for Yin, I noted that the system doesn't create new 'index' values for each random character but just duplicates the same index for similar monsters.
Um, confused?
Let's say you had generated 2 ghosts and one skeleton. Not only were the ID numbers of the ghosts the same (id #1), but so too were the index values used when controlling the actions. Normally, three enemies in your battlesystem would be targets 0, 1 and 2. Before this fix, they became 0, 0 and 1. Not good if you had other scripts that relied on the battler's INDEX value for certain things.
Fixed now.
Meanwhile...
BUMP
To version 1.1
To version 1.1
While working on a patch for Yin, I noted that the system doesn't create new 'index' values for each random character but just duplicates the same index for similar monsters.
Um, confused?
Let's say you had generated 2 ghosts and one skeleton. Not only were the ID numbers of the ghosts the same (id #1), but so too were the index values used when controlling the actions. Normally, three enemies in your battlesystem would be targets 0, 1 and 2. Before this fix, they became 0, 0 and 1. Not good if you had other scripts that relied on the battler's INDEX value for certain things.
Fixed now.