I'm working on a script that allows you to select a bunch of enemies from the database and start a battle with it.
I've adapted the item menu to display a selectable list of enemies (just loop through $data_enemies) and returns the selected enemy object, but now am stuck with actually creating the troop.
I would like to re-use as much of the existing code as possible, so it looks like I will need to pass a troop_id to BattleManager.setup.
However, this means I need to actually create the troop.
How can I do this?
EDIT: I guess I'll just call it an "arena" script since that's kind of what it's like.
ok, I have just found the help document (lol...) and see the classes defined in the RPG module.
And have gotten a very basic implementation of it working (to some extent).
Currently I just take the selected enemy and create a troop out of it, appending it to the end of $data_troops, and then returning the troop id
I then immediately set up a battle with that troop id and switch to scene_battle.
Now, it assumes the troop is the last element of the array so I just pop off the last element to make it look like it was never there.
Some things I have in mind but am not too sure how best to implement them
-unlock monsters by encountering them (flag on enemy class? custom array of sorts?)
-arena-specific battle system. Just copy the BattleManager over and call it ArenaManager, and then update definitions as needed? Seems like duplicate code, and assumes many things about the user's project
-using note tags to filter by level of difficulty?
-saving custom troops? This will need another menu for troops...
-monster info display? Maybe make a window that updates to whatever the current item is.
I'll be using this mainly to figure out how to script in RMVXA
