I tried:
$game_troop.members.new(1)
which did nothing.. so i tried looking at game_enemy and game_troop to try to find something i could work with.. i found:
Game_Enemy.new(@enemies.size, member.enemy_id) which i filled with 1,1 thinking @enemies.size would mean how many? and the id of the monster id want to add.
this also, did nothing.
Code:
def setup(troop_id)
clear
@troop_id = troop_id
@enemies = []
troop.members.each do |member|
next unless $data_enemies[member.enemy_id]
enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
enemy.hide if member.hidden
enemy.screen_x = member.x
enemy.screen_y = member.y
@enemies.push(enemy)
end
init_screen_tone
make_unique_names
endI believe the answer is here somewhere but I don't understand how to accomplish this.
could i call setup with the same troop id? even if that worked wouldnt it reset the monsters who called it?
i see enemy.hide.. is this what happens when enemies are killed but the battle isnt finished? if this were the case then reviving the enemies would work.. i think. will continue to tinker but id appreciate input.
update: so enemies can revive eachother just like the party can.. so for my uses a spell that revives enemies will work just fine. so issue resolved.