Since this game (at least the first version) is being made for for the IGMC 2018, I'm purposefully not using various scripting I've done that's not either released on RMN or in a publicly-open game (like the original Wine & Roses)... except this snippet I wrote for Karsuman and I's two+ year background project, codename: Broken Scythe. Will that ever see the light of day? I don't know!
But this snippet will, as it only felt right to release it publicly in the spirit of the contest. I cleaned it up, added enemy-checking functionality, and so here it is:
It'll let scripters easily check if a battler is either a specific enemy type or if an actor is wearing a specific type of armor/weapon. For example, I use it to make one of Argent's Gifts work:
As you can see, it has <tag: doublecounter>...
...and counterattacks (I'm lazy, they just use the "default" attack lol) have a custom damage tag from Yanfly's lunatic damage scripts...
...so it can be easily run here. Because e_tag? is battler-agnostic, it will check both enemies and actors -- so it'd be super easy for one of my annoying countering enemies to deal even more damage. >:)
It's a nice script. Maybe if you change weapons and armor into "feature_objects" it will be much better since it will also check states, class, and actor notebox. So the tag works on everything!
Theodoric It's a nice script. Maybe if you change weapons and armor into "feature_objects" it will be much better since it will also check states, class, and actor notebox. So the tag works on everything!
You're not wrong. I figured .state? already exists and I didn't need the check the others for my project, so *shrug* maybe I'll update after the contest. Anybody using it is more than welcome to tweak it for themselves, too :)
kumada I guess there's a Jabberwock somewhere in the game...