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This script causes enemies to turn into other ones when whatever condition is met. Think of it as being like using a bunch of conditional branches in troop events for every monster.
#==========================================================================
#
# To use this script, copy it and insert it in a new section above "Main",
# under the default scripts, and the SDK if you're using it.
#
#==========================================================================
begin
SDK.log('SG Evolving Enemies', 'sandgolem', 1, '9.10.06')
if SDK.state('SG Evolving Enemies') != true
@sg_evolve_disabled = true
end
rescue
end
if !@sg_evolve_disabled
#--------------------------------------------------------------------------
class Game_Enemy < Game_Battler
alias sandgolem_enemyevolve_enemy_init initialize
def initialize(troop_id, member_index)
sandgolem_enemyevolve_enemy_init(troop_id, member_index)
sg_enemyevolve
end
def sg_enemyevolve
if SG_EnemyEvolve.key?(@enemy_id)
i = 0
while SG_EnemyEvolve[@enemy_id][i] != nil
if momoSG_EnemyEvolve[@enemy_id][i])
@enemy_id = SG_EnemyEvolve[@enemy_id][i+1]
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hp = maxhp
@sp = maxsp
sg_enemyevolve
return
end
i += 2
end
end
end
end
#--------------------------------------------------------------------------
end
It might be a bit hard to figure out how to set up if you have no scripting knowledge at all. Here's the example explained:
When variable #6 is higher than 6, enemy 2 will become #7
When the first group member's level is higher than 5 AND variable 6 is less than 7, enemy 2 will become 4
When switch 10 isn't on, enemy #5 will become enemy #6
When switch 5 is on and switch 10 isn't, enemy 1 becomes enemy 6 as well
Enjoy smile.gif Please report any bugs. If you need help figuring how to check for something, ask away