Double-post, but it's an update so...
I've decided to re-work how the script works to make it more convenient to use. In practice, it should be much easier to work with and much more versatile. Explaining it might be a bit more difficult, so I figured I'd post what I've got so far and try to explain what I'm doing with it. For simplicity's sake, the BigEnemy script has been removed for now. It'll go back in when I'm ready for it, but for now I have it taken out and I'm trying to get the basic functionality back. (in the process of improving it, I broke some things. I think they're fixed now.)
The formatting and indenting looks off here, but it looks right and makes more sense in RText. It's just that spacing and tabs in the forum's codebox is annoying and difficult to get right. Anyways...
As it is now, the script runs off three possible modes: "Single Enemy", "Dual Enemy", and "Triple Enemy". These correspond to how many enemy slots are being used to build the custom enemy or boss. In "Single Enemy" Mode, the script will essentially be a glorified BigEnemy script that should set itself up automatically with the setting of a single argument.
"Dual Enemy" mode uses two enemy slots to build the custom enemy. The first slot will be for movement, while the second will combine weapon fire and collision together. If you just want something simple, like attaching a weapon to a Keese enemy, this will be the preferred setting. You can have up to five "Dual Enemy" custom enemies per screen.
"Triple Enemy" mode is how the script originally ran, with a separate enemy slot for movement, one for weapon fire, and one for collision. If you need something more complex, this is how you'll do it. Because each enemy will take up three enemy slots, you can only have up to three of them per screen. Needless to say, Dual and Triple Enemies can be mix-and-matched per screen by simply using multiple instances of the script.
Each mode should be activated as easily as possible. If Dual Enemy mode is desired, simply leave D2 blank. If Single Enemy mode is used, D1 and D2 would be left blank.
Next up, I'm going to re-incorporate the BigEnemy script into this, with some extra settings, after the earlier conversation about using them in side-view areas. I plan on having 5 default settings for the BigEnemy script. Top-Down 1x2, Side-View 1x2, 2x1 (should work for both top-down and side-view areas), Top-Down 2x2, and Side-View 2x2. Of course, for normal-sized custom enemies, D3 can be left blank, but otherwise it would be triggered by inserting anything from 1 to 5.
If this all works correctly, it should be more functional and easier to use. Unfortunately, this means a good-sized bit of extra coding on my end. I re-named the different variables to make the script easier to type out and read, but I have to pick out what settings are used for which modes, and I'm going to need to adapt the BigEnemy portion of the script for each individual mode, easily tripling the length of the original script. Not difficult, I don't think, but long and tedious to type out repeatedly.
By the way, the script as-written above should be functional as it is, so if anybody wants to play with it and see what they can come up with, feel free to do so. I wouldn't mind seeing what kind of enemies people come up with using my script, and it would speed up the testing process a lot!
Edited by kurt91, 19 January 2014 - 02:56 AM.