aaronjmcd2

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I'm trying to create a battle in which the function that alphabetizes the enemies (i.e., Bat, Bat A, Bat B, Bat C, etc...) is turned off, so all the bats would just be called "Bat."  I would prefer this to be the case for just this one evented battle.  But I'm willing to completely turn it off if needed. Thanks for your help!    
 

Dachimotsu

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If it's just one battle, make duplicates of the enemy and use the same exact name. It only adds letters to multiple enemies with the same id.

I think. I haven't tested it, but you can give it a shot.
 
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Shaz

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Comment out line 5235 of rpg_objects.js:

Code:
this.makeUniqueNames();
Or if you want it as a plugin that you can just add to the game (which means you don't need to remember to make the change every time there's an update to the default scripts, and it's easy to add to new projects), save the following into a new .js file (any name) in your js/plugins folder and add it to your game via the plugin manager:
Code:
Game_Troop.prototype.makeUniqueNames = function() {};
 
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aaronjmcd2

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Comment out line 5235 of rpg_objects.js:

this.makeUniqueNames();Or if you want it as a plugin that you can just add to the game (which means you don't need to remember to make the change every time there's an update to the default scripts, and it's easy to add to new projects), save the following into a new .js file (any name) in your js/plugins folder and add it to your game via the plugin manager:
Code:
Game_Troop.prototype.makeUniqueNames = function() {};
I just inserted the plugin, and it works great! Thanks!  It should be noted for anybody who tries to use this plugin that the plugin does not work in the Battle Tester.  I had to test it during actual game play.  Thanks again!
 

Shaz

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Did you save it first before trying the battle test? Normally when you play test, it asks you to save first, and at that point all the plugin settings you've changed are saved, and available for reading when the game launches. If you add the plugin but don't save, then it's only in memory that it knows about the plugin, and not the files on your computer, and those are what's used when you do a battle test. Saving will update them with the latest of what's in memory.


Having said that, when you do a battle test, not everything is loaded, and battles are called in a different way. So it is possible that even with saving prior to battle test, it still may not take effect. That would mean that NO plugins are effective for battle test, and I kind of find it hard to believe.


So, after saving, try the battle test again and see if it behaves differently.
 

aaronjmcd2

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Did you save it first before trying the battle test? Normally when you play test, it asks you to save first, and at that point all the plugin settings you've changed are saved, and available for reading when the game launches. If you add the plugin but don't save, then it's only in memory that it knows about the plugin, and not the files on your computer, and those are what's used when you do a battle test. Saving will update them with the latest of what's in memory.

Having said that, when you do a battle test, not everything is loaded, and battles are called in a different way. So it is possible that even with saving prior to battle test, it still may not take effect. That would mean that NO plugins are effective for battle test, and I kind of find it hard to believe.

So, after saving, try the battle test again and see if it behaves differently.
Oh, you were absolutely right, it worked after save.  Still a total noob.  Thanks again!
 

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