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Enemy Retrieval

 
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LongeBane




Joined: 03 Feb 2003
Posts: 312
Location: Tomorrow

PostPosted: Mon Jul 05, 2004 6:51 pm    Post subject: Enemy Retrieval Reply with quote

Is it possible to retrieve enemy stats? I heard somewhere from someone it is but I have not found a way. If there's actually a command for it, then I would feel rather embarrased.

So anyways, IS IT FREAKEN possible? Cause I don't like using fatass global arrays.
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Dan the Man Entertainment




Joined: 31 May 2003
Posts: 204

PostPosted: Mon Jul 05, 2004 8:01 pm    Post subject: Reply with quote

Use this in an attack
Damage=100%(stat)

Then, make it so the attack shows damage without dealing it. Make sure it doesn't randomize.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Tue Jul 06, 2004 3:56 pm    Post subject: Reply with quote

That's for in-battle, of course. If you were looking for a plotscript command, you're out of luck.
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Dan the Man Entertainment




Joined: 31 May 2003
Posts: 204

PostPosted: Wed Jul 07, 2004 12:15 pm    Post subject: Reply with quote

If you want to view the stats of an enemy outside of battle, simply write them down and place them into a textbox. Then, make an npc display the textbox.
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KainMinter
*~*




Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Wed Jul 07, 2004 6:30 pm    Post subject: Reply with quote

What do you need to retreve enemy stats for?
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LongeBane




Joined: 03 Feb 2003
Posts: 312
Location: Tomorrow

PostPosted: Wed Jul 07, 2004 10:45 pm    Post subject: Reply with quote

Actually, I can only think of ONE reason anyone would ever need to retrieve enemy stats. And that is the one reason I need them for.

As in, using them in a custom battle system. Otherwise, we would be forced to use create them ourselves in arrays.
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Kenji Murasame
Shizuma




Joined: 06 Nov 2003
Posts: 103
Location: ON TO

PostPosted: Thu Jul 08, 2004 8:28 am    Post subject: Reply with quote

Pretty easy

Reserve one element for "Scan"

have each monster counter scan, with a text box showing whatever stats you want. So it's just an other attack per monster, got it?
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Aethereal
SHUT UP.
Elite Designer
Elite Designer



Joined: 04 Jan 2003
Posts: 928
Location: Gone! I pop in on occasion though.

PostPosted: Thu Jul 08, 2004 8:54 am    Post subject: Reply with quote

Shiz, there's a new option to "display damage without actually counting it" made for Scan attacks, so that technique is kind of outdated. Raspberry!

For retrieving enemy stats for a custom battle system, just use variables for each necessary statistic and retrieve them as necessary. It's kind of hard to explain it beyond that. :\
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KainMinter
*~*




Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Thu Jul 08, 2004 9:36 am    Post subject: Reply with quote

Im sorry buddy... you cant use the actually built in enemy stats for your custom battle system.. but that doesnt mean there isnt any other way.

Use all of those empty characters to hold stats for you. You are limited a bit in the number of enemies (60 characters total including your own, but that is better than using global variables all crazy everywhere. ^^

EDIT:
Also Aethereal is right.

You can make a set of globals specifically for each enemy slot available in any given battle, and have a routine that sets their stats as you initialize the battle. This would be a better idea if you plan to have more than 50 or 60 varieties of enemies.

Good luck on your custom battle! ^_^
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LongeBane




Joined: 03 Feb 2003
Posts: 312
Location: Tomorrow

PostPosted: Fri Jul 09, 2004 1:40 am    Post subject: Reply with quote

I learned...nothing I didn't already know.

But thanks anyways.
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