03-03-2008, 05:51 AM
Random Monster Groups
by RPG Advocate
saved from Phylomortis.Com
v 1.1 Revision by DerVVulfman
by RPG Advocate
saved from Phylomortis.Com
v 1.1 Revision by DerVVulfman
Introduction
This script allows you to set up monster groups composed of random enemies.
Normally, when you create a monster group, what you set up in the TROOPS database will appear as shown. But when using this script, a monster group with three numbers between 1 and 8 as the first three characters of its name will generate a random number of monsters within the ranges you setup. The number meanings are as follows:
- First number: The minimum no. of monsters in the random monster group.
- Second number: The maximum number of monsters generated in the random monster group.*
- Third number: The id number of monsters that will be randomly generated in the group. **
Now again... the three numbers used in this random monster group must be between 1 and 8, so a monster party named:
146
Will generate a random group of 1 to 4 monsters, and the troop has a variety of 6 types of monsters.
* You must have at least as many monsters loaded into the troop as set in your troop name.
** Each monster loaded into the troop has an member ID number. The first one loaded is #1, the second is #2, regardless of their individual enemy ID. So, in the above example... by adding a 'Ghost', 'Basilisk, 'Cobold', 'Imp', 'Angel' and 'Ogre' into the troop will let the system use any of these '6' in the creation of the random troop. Adding any more enemies will just create placeholders in the troop where they may appear on the screen.
Troop: 146 could generate...
Ghost, Ogre
Imp, Angel, Angel
Ghost, Basilisk
Imp
Angel, Angel, Angel, Angel
and etc
Demo
>Click<
Script
Random Monster Groups