Mo, I love you.
I really do.
If you don't mind, i'll be happy to toss a few minor suggestions your way and report any other problems I come across.
I plan to refine and tweak my gameplay alot tonight, since my game is based mainly around this script.
Thanks man, this is the greatest script i've ever seen for any RPGMaker version.
Anyways, a few suggestions i've thought of, and have been actively trying to create workarounds over the last 2 days without success.
I'm in no way asking that you code entirely new parts to incorporate these, i'm sure you have alot more work you would rather do. I'm asking if such things are already possible, or can very easily be added.
Explosive_Skill - Please fix it...This was one of the things that made this script seem so much cooler.
Custom HP - So...I was curious to see how much damage I could do. So I made myself level 99. Gave myself an insanely overpowered weapon and skill to match.
Walked to the nearest enemy, and attacked.
3,500,000 damage. Wow...Just...wow.
My hope for my game is to, near the end, have LARGE amounts of damage. Nowhere near what is possible. But quite a bit.
However...enemy HP max is 99,999?
That's a bit low for what I have in mind...
Would it be possible to have a 'Comment: HP #" flag implemented?
Multiple Item drops - Rather self explanatory.
Some monsters I wanted to have the ability to drop rare items, alongside common items.
Any way to add another comment to add extra drops?
Item Display use Icons - I have alot of icons. But not many character sets of items.
This request is a simple one. Allow icon graphics to replace the item_display.
Compatible with Bestiary - Probably not possible, since the default battle scene is never loaded. and most Bestiarys work from that. Any compatible bestiarys with your battle system?
Pick up item on touch, not action - Simple request. When you touch an item/gold, it automatically picks it up.
Display HP/MP Number - A way to display current HP/MP inside, under, or next to the HP/MP gradients?
Display Squad Member's HP - Easy way to tell just how badly damaged your party is, without having to shift leaders.
Sound on being heared/sighted - When you come within hearing/sight of an enemy, it plays a sound effect. (Zombie sees you, he growls while coming after you.)
Disable the squad member '_dead' animation - When my lancer dies, the game crashes because I don't have his _dead character set. An easy work around is to make a blank character set for it.
"'Mr.Mo's HUD' : LOW_HP = 150 # What HP should the low HP icon be shown?"
Possible to change this to a percentage?
Ranged_Weapon range broken? - This is a pretty bad problem. The range on ranged weapons doesn't seem to stop after its gone past its set range.
I figured this out when I tried to make a Spear type weapon, to shoot a spearhead only 2 tiles to simulate a melee weapon with range.
But it doesn't work, doesn't matter what I set to range in the script to, it still goes as far as possible.
Alarm, we've spotted the enemy! - Would it be possible to have an enemy activate another enemy? Something like being able to set up a 'group' of enemies, so that if one of them see you, it alerts the rest of the enemies in said 'group' to become hostile and come after you?
Touching the enemy. 2 problems - I wanted to set up a kind of maze, which of course would require the use of both Sneak and Dash. I decided to test out my idea in my testing level.
I made an 'enemy', gave him the usual attack script. Then set him to Event Touch and gave him a few commands. This is where Problem #1 comes in. (I'm also certain this is a flaw in RMXP itself, not your script.)
With both player touch, and event touch settings. You have to walk into the enemy to activate the script. If you stood still and let the enemy walk to you, the script won't activate.
Screws up my generic idea of being caught by a guard and sent back to a certain spot.
That however, brings up the problem with your script.
When teleported while an enemy is after you, this error occurs:
Script 'Mr.Mo's Enemy HP Bars' line 41:RGSS Error occured
disposed sprite
and then of course...the game abruptly crashes.