Hi folks! I have an oddly specific but easy-to-solve problem.
I am working a Pokemon-styled game where you can capture enemy monsters and use them as actors. I am using DeamX' script "
Capture Enemies" to do that. Also, I am using Yanflys "
Enemy Levels" plugin. Most of the mechanics do work surprisingly well. The moment an enemy with the ID n is captured, it becomes the copy of the actor with the ID n, which has the class with the ID n.
E.g. If there was an enemy of the type Pikachu with the enemy-id 7, a copy of actor-id 7 (this actor also is a Pikachu) is created and added to your party. (The Game uses copied actors because it enables the player to have more than 1 Pikachu in the party. Illustrated in this
screenshot.) This actor has the class-id 7. This class contains Pikachus movelist and the levels on which those skills are learned, just like a vanilla RMMV actor.
So here is what's driving me nuts: The moment Pikachu becomes an actor in your party of the Pikachu-class, it learns the skills on the level it should. But before that, as an enemy, Pikachu uses the attacks in the "enemy"-tab-list, not on the "class"-tab-list. A wild Pikachu on lvl 1 can use EVERY attack it will ever learn, if I add them to the enemy-moveset. If I don't, a wild lvl 100 Pikachu will not use any of the skills it should have learned.
In short: The enemy-movelist ist not leveled, it chooses the used skill by random, not by the enemys level.
And this would be the script I need: In battle, the enemies IGNORE the movesets in the enemy-tab. Instead, they take the movelist of the "actor" tab and choose a skill randomly from that.
I made another
screenshot to illustrade the problem a little better.
I have the feeling this script could be written in seconds, but maybe I am completely wrong about this.
Even though I know a little about scripting, I lack an idea for this one.