[RMMV] CALLING ENEMY PARAMETERS TO SET TO VARIABLE
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I am not using battle processing at all. I am not using the battle system or any other battle system. I understand that it's (stupidly) designed to only use the enemy data through the troops stuff. However, I do need to access those parameters from the Enemies Database and I am not entering into battle processing to magically allow those variable to pop up..
I've tried my hand at scripting something, but it doesn't want to work...
Something like this: $gameVariables.setValue(62, $dataEnemies.params);
I need a solution to this.
I've tried my hand at scripting something, but it doesn't want to work...
Something like this: $gameVariables.setValue(62, $dataEnemies.params);
I need a solution to this.
And while you are at it, I also need to call equipment parameters...
And to call the item menu.
Apparently they made this all too difficult in MV.
And to call the item menu.
Apparently they made this all too difficult in MV.
$dataEnemies, itself, is an array. So, you'd also need to pass the ID/position of the enemy you want to capture data for. So, as a quick example...
...this will get the MHP for whatever enemy is in ID/position 1 in your database, and throw that value into $gameVariables[62]. Fetching equipment stat bonuses would probably be fairly similar in this regard.
As for calling the item menu, I think that would be...
...something like that?
*Edit: For full disclosure, I'm using MZ resources/references. While I doubt there's too much difference between MZ and MV in regards to this issue, I thought it prudent to note.
$gameVariables.setValue(62, $dataEnemies[1].params[0]);
...this will get the MHP for whatever enemy is in ID/position 1 in your database, and throw that value into $gameVariables[62]. Fetching equipment stat bonuses would probably be fairly similar in this regard.
$gameVariables.setValue(62, $dataWeapons[3].params[3]); // <- grabs the ATK of the weapon in position 3 of the database, throws it into $gameVariables[62] $gameVariables.setValue(63, $dataArmors[7].params[4]); // <- grabs the DEF of the armor in position 7 of the database, throws it into $gameVariables[63]
As for calling the item menu, I think that would be...
SceneManager.push(Scene_Item);
...something like that?
*Edit: For full disclosure, I'm using MZ resources/references. While I doubt there's too much difference between MZ and MV in regards to this issue, I thought it prudent to note.
author=Marrend
$dataEnemies, itself, is an array. So, you'd also need to pass the ID/position of the enemy you want to capture data for. So, as a quick example...
$gameVariables.setValue(62, $dataEnemies[1].params[0]);
...this will get the MHP for whatever enemy is in ID/position 1 in your database, and throw that value into $gameVariables[62]. Fetching equipment stat bonuses would probably be fairly similar in this regard.
$gameVariables.setValue(62, $dataWeapons[3].params[3]); // <- grabs the ATK of the weapon in position 3 of the database, throws it into $gameVariables[62] $gameVariables.setValue(63, $dataArmors[7].params[4]); // <- grabs the DEF of the armor in position 7 of the database, throws it into $gameVariables[63]
As for calling the item menu, I think that would be...
SceneManager.push(Scene_Item);
...something like that?
*Edit: For full disclosure, I'm using MZ resources/references. While I doubt there's too much difference between MZ and MV in regards to this issue, I thought it prudent to note.
Thank you so much. I was having such a hassle trying to get the syntax right. I've been able to implement what I was struggling with last night... and as a result, I've got the main calculations for my battle system done.
author=Marrend
$dataEnemies, itself, is an array. So, you'd also need to pass the ID/position of the enemy you want to capture data for. So, as a quick example...
$gameVariables.setValue(62, $dataEnemies[1].params[0]);
...this will get the MHP for whatever enemy is in ID/position 1 in your database, and throw that value into $gameVariables[62]. Fetching equipment stat bonuses would probably be fairly similar in this regard.
$gameVariables.setValue(62, $dataWeapons[3].params[3]); // <- grabs the ATK of the weapon in position 3 of the database, throws it into $gameVariables[62] $gameVariables.setValue(63, $dataArmors[7].params[4]); // <- grabs the DEF of the armor in position 7 of the database, throws it into $gameVariables[63]
As for calling the item menu, I think that would be...
SceneManager.push(Scene_Item);
...something like that?
*Edit: For full disclosure, I'm using MZ resources/references. While I doubt there's too much difference between MZ and MV in regards to this issue, I thought it prudent to note.
Now, thanks to you, this is where things are at... a fully, err... mostly functional battle system. All that's left is a way to handle player skills
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