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For anyone that's using Moghunter's Chrono Engine, and having trouble with unwanted behavior where all the enemies onscreen engage in the battle, I found a work-around! =D I tried to be as detailed as I could, but please let me know if you need any help! I know this is a long process, but it has to be done if you don't want random enemies flying across the screen!
You will need 2 plugins from Yanfly:
Set up:
Because Chrono Engine assigns the enemy to the event ID, once an enemy is 'activated' the event ID will forever cause that enemy to become active in a battle when visible on the screen. (Even if you use YEP_EventMorph to change the event, the event ID is the same, so the enemy will still be active in a battle on the screen. The image doesn't matter either!) Therefore, some additional setup is needed:
For the Events:
This is a bit of a process, but once you do it for a certain # of enemies on a map, use those as your "template" and just change the enemy graphics for the rest of the maps! Hope this helps someone!!
You will need 2 plugins from Yanfly:
- Region restrictions
- Region common events
Set up:
- Create a Variable in the editor called "Enemy Aggro"
- Create 3 Switches in the editor for each Battle Group:
- An "Enemy Aggro" switch - labeled "Enemy Aggro 1" for battle group 1, " Enemy Aggro 2" for battle group 2, etc.
- An "Enemy Group Visible" switch - labeled "E Grp 1 Visible" , "E Grp 2 Visible", etc.
- An "Enemy Group Transfer" switch - "E Grp 1 Transfer", "E Grp 2 Transfer", etc.
- Create a Common Event for each Battle Group - named "Enemy Aggro 1", "Enemy Aggro 2", etc.
- Inside each common event, Turn the corresponding Enemy Aggro Switch on, and Set the Enemy Aggro Variable equal to the Enemy group/aggro number.
- Create a separate Common Event named "Enemy Aggro Reset" (I called mine "E aggro 0"), that turns OFF all the Enemy Aggro switches, and sets the Enemy Aggro variable back to 0. (This is used for the boundary around each enemy group region on the map).
Because Chrono Engine assigns the enemy to the event ID, once an enemy is 'activated' the event ID will forever cause that enemy to become active in a battle when visible on the screen. (Even if you use YEP_EventMorph to change the event, the event ID is the same, so the enemy will still be active in a battle on the screen. The image doesn't matter either!) Therefore, some additional setup is needed:
- For each enemy event on the map, create a separate "Blank Enemy #" event. This will be used to switch places with the actual enemy event, in order to place it off of the visible screen.
- Pick the Region numbers that you want to assign to the different battle groups. Also, choose a region that will call the common event "Enemy Aggro Reset" (I used region 1).
- In the YEP_RegionEvents plugin's Parameters, set each enemy group region's "Common Event" to the ID of the corresponding Common Event for this enemy group.
- Don't forget to go into the YEP_RegionRestrictions plugin and make all the regions passable!
- On the map, 'paint' the tiles for each enemy group with the corresponding region number.
- Make sure that the region is bigger than the aggro range of the enemy group.
- Also, make sure that the border of each region has your "enemy aggro 0" region placed, and that there isn't any way to diagonally 'miss' the region.
For the Events:
- For the enemy events, name each event "E1", "E2", etc., up to the number of enemies on the map. The 1st page of each enemy event should not contain any eventing - simply choose its graphic (and movement pattern).
- For the 2nd page of the enemy events, have the two Chrono Engine-related Comments with the enemy ID, and walk_nearby #. Set the Condition for the 2nd page to the "Enemy Aggro #" Switch that corresponds to the enemy group that you want to be active.
- For the 3rd page of the enemy events, Set the Condition to the "Enemy Aggro" variable greater than or equal to this enemy group's number, plus one. (For example, if the enemy is in group #2, the variable must be >= 3). Make sure the Trigger for this page is set to "Parallel"! For the eventing contents of this 3rd page:
- Turn the Switch for "E Grp # Visible" for this enemy group ON
- Set Event Location: Exchange this event with the "Blank enemy #" event you created above for this enemy
- Turn the Switch "E Grp # Transfer" for this enemy group ON
- For the 4th page of the enemy events, set the Condition to the "E Grp # Transfer" Switch for this enemy group is ON. No eventing needs to be on this 4th page.
- For the 1st page on each corresponding Blank Enemy event that you created above, leave the first page blank, with no eventing and no enemy graphic (so that they aren't just hanging out visible on your map!)
- For the 2nd page on each corresponding Blank Enemy event, set the Condition to the "E Grp # Visible" Switch for this enemy group. Make sure the Trigger for this page is set to "Parallel"! For the eventing contents of this 2nd page:
- Start with a Conditional Branch: If enemy aggro = 0 (this is your enemy aggro variable). Inside that conditional branch should be the following:
This is a bit of a process, but once you do it for a certain # of enemies on a map, use those as your "template" and just change the enemy graphics for the rest of the maps! Hope this helps someone!!
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