Random Monster Groups
#3
Actually, it shouldn't be too hard. There were only 4 methods involved. Just note the way that enemies are handled in VX and you shouldn't have too much problem converting it.

Meanwhile...

BUMP
To version 1.1

While working on a patch for Yin, I noted that the system doesn't create new 'index' values for each random character but just duplicates the same index for similar monsters.

Um, confused?

Let's say you had generated 2 ghosts and one skeleton. Not only were the ID numbers of the ghosts the same (id #1), but so too were the index values used when controlling the actions. Normally, three enemies in your battlesystem would be targets 0, 1 and 2. Before this fix, they became 0, 0 and 1. Not good if you had other scripts that relied on the battler's INDEX value for certain things.

Fixed now.
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Messages In This Thread
Random Monster Groups - by RPG Advocate - 03-03-2008, 05:51 AM
RE: Random Monster Groups - by KasperKalamity - 10-08-2011, 04:04 PM
RE: Random Monster Groups - by DerVVulfman - 10-09-2011, 04:24 AM
Random Monster Groups - by chickendips - 08-15-2009, 02:54 AM
Random Monster Groups - by DerVVulfman - 08-18-2009, 01:02 AM
Random Monster Groups - by Yin - 08-18-2009, 05:25 AM
Random Monster Groups - by DerVVulfman - 08-18-2009, 06:12 AM
Random Monster Groups - by Yin - 08-18-2009, 06:21 AM

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