Random Monster Groups
#1
Random Monster Groups
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
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#2
can this be done with rmvx?
\"You can learn a lot from people who view the world differently than you do.\"
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#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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#4
So it WAS a problem with the index?
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#5
The index did create a weird glitch that made the odd targetting for your battlesystem. But the battlesystem you were using had an odd and extraneous method that sets new battle locations that created the overlapping issue.
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#6
You performed an exorcism to get rid of the evil.
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#7
if i were to use this, would i have to set all the areas i have to generate random troops? i only have a few areas with enough enemy diversity for this to be convenient.
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#8
No. You use this to specify areas with a 'select' combination of random enemy encounters. For example, you set your map to have a couple of wolf, bat and spider encounters. But you can create a specific area on that map that allows for ghost, spectre and vampire random encounters to occur. It doesn't force you to specifiy areas for general random encounters, just where you want specific monsters to be available.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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