DrakoShade
Member
If I want to use the Note feature as a place to assign variables specific to an instance of that class (such as giving an extra stat to individual monsters, or adding a new on-use function to an item), is it as simple as "eval(@note)" somewhere in the initialize method, or do I have to redefine how the note is stored in the first place, to look something like the method in Game_Interpreter for script calls?
Edit: The Note field in the Enemies tab will hold a maximum of 30,000 characters.
Edit: The Note field in the Enemies tab will hold a maximum of 30,000 characters.