12-22-2011, 05:12 AM
Atoa: Yeah, SephirothSpawn wrote a script that could add more enemies to a troop. And then there's RPG Advocate's Random Enemies.
But here's the problem with those two and this one. You cannot write event commands in the TROOPS database to handle the additional enemies. These enemies (in all of these scripts) are added only in-game and not while you're creating your troops, so you cannot create any troop commands to control them. The enemies (for all intents and purposes) are not present.
Now you CAN perform checks in troop 1 to see if Enemy X (of that troop) is dead. I did that with a simple group of ghosts.... with a set of basilists as the second troop. Having it check if Ghost #2 had HP of 0 or less, I had it run a script call:
All the monsters died, and the battle was won.
But here's the problem with those two and this one. You cannot write event commands in the TROOPS database to handle the additional enemies. These enemies (in all of these scripts) are added only in-game and not while you're creating your troops, so you cannot create any troop commands to control them. The enemies (for all intents and purposes) are not present.
Now you CAN perform checks in troop 1 to see if Enemy X (of that troop) is dead. I did that with a simple group of ghosts.... with a set of basilists as the second troop. Having it check if Ghost #2 had HP of 0 or less, I had it run a script call:
Code:
for enemy in $game_troop.enemies
enemy.hp = 0
enemy.immortal = false
end