Yeah, you could (possibly) make a script that monitors all enemies on screen for ordinary armoses, and replaces them with new ones.
Such as this script!
Code:
import "std.zh"
const int armos2_undercombo = 1317;
ffc script Armos2 {
void run(int search, int replace, int uc) {
if(search == 0) search = NPC_ARMOS;
if(replace == 0) replace = 186;
if(uc == 0) uc = armos2_undercombo;
while(true) {
for(int i = 1; i <= Screen->NumNPCs(); i++) {
npc nme = Screen->LoadNPC(i);
if(nme->HP > 0 && nme->ID == search) {
npc new = Screen->CreateNPC(replace);
new->X = nme->X;
new->Y = nme->Y;
//Screen->ComboD[ComboAt(nme->X, nme->Y)] = uc;
nme->X = -1024; //g'bye, armos!
nme->HP = 0;
}
}
Waitframe();
}
}
}
The only current flaw is that it doesn't switch the Armos combo with the undercombo. I adding some experimental code to do this, but it's buggy. Also, due to scripting limitations, it is unaware of the built-in undercombo, so you have to specify it manually. Maybe someone else can fix it.
Anyway. FFC script. D0 is the NPC ID to be replaced, and D1 is the NPC ID to replace with. Both can be left at 0 for the defaults (currently set at NPC_ARMOS and 186 respectively).
If you want to enable the undercombo behaviour, uncomment the line in the middle:
Code:
Screen->ComboD[ComboAt(nme->X, nme->Y)] = uc;
You can specify an undercombo in D2, or just leave it at 0 for the default (which you can customize via the constant at the top).