- Joined
- May 16, 2014
- Messages
- 140
- Reaction score
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- Primarily Uses
Say you were creating instances where enemies became conditionally hidden or transformed into other enemies at the start of battle. The letters of all other enemies would remain the same.
So if you had Skeletons A-E and Skeleton A became hidden and Skeleton C turned into a Ghost, Skeletons B, D, and E would retain their original letters.
I tried at the end of the transform/hide process
$game_troop.members.each {|mem| mem.letter = ""} $game_troop.make_unique_namesbut that just made the names Skeleton F, Skeleton G, and Skeleton H.
How could I make it so that in that instance, the Skeleton's names would properly match their indexes relevant to the number of active skeletons in the troop, and soforth?
So if you had Skeletons A-E and Skeleton A became hidden and Skeleton C turned into a Ghost, Skeletons B, D, and E would retain their original letters.
I tried at the end of the transform/hide process
$game_troop.members.each {|mem| mem.letter = ""} $game_troop.make_unique_namesbut that just made the names Skeleton F, Skeleton G, and Skeleton H.
How could I make it so that in that instance, the Skeleton's names would properly match their indexes relevant to the number of active skeletons in the troop, and soforth?
