This seems to be a fun script so i am sharing it here for anyone else that needs it.
This script allows the making of multiplying enemies. (enemy that splits and multiplies)
eg.
Slimes that kept multiplying at each turn's end until the original slime is killed.
Features:
Multiply or Clone enemy on a script call.
Limit to 8 enemies max per battle to prevent exp/item cheating.
Stop multiplying when the original version is dead.
Screenshot:
How to Use:
[1] Paste this script below Material and above Main
[2] Use this script call to Multiply or Clone an enemy
$game_troop.clone_enemy(N)where N = the troop member's id. (starting from 0)
Compatibility:
This script is using only new method.
So it should work with other custom scripts without any problem.
Terms of Use:
Free for use in both commercial and non-commercial games.
Script:
#==============================================================================# ■ Meow Face Clone Enemy#------------------------------------------------------------------------------# Clone/Multiply Enemy in Battle#==============================================================================# How to Use:# [1] Put this script below Material and above Main# [2] Use this script call in troop event to clone an exisiting enemy.# $game_troop.clone_enemy(N)# Where N is the troop member's id (0~number in party)# P/S: Please note that there is a max limit of enemy troop (up to 8 max)#==============================================================================class Spriteset_Battle def add_new_enemies meow_troop = @enemy_sprites.collect {|m| m.battler } meow_army = $game_troop.members - meow_troop meow_army.each do |enemy| @enemy_sprites.insert(0, Sprite_Battler.new(@viewport1, enemy)) end endendclass Game_Troop < Game_Unit def clone_enemy(clone) member = $game_troop.members[clone] return if !member.alive? return if members.size >= 8 enemy = Game_Enemy.new(@enemies.size, member.enemy_id) members.push(enemy) enemy.screen_x = member.screen_x + ((rand(50) + 50) - rand(100)) enemy.screen_y = member.screen_y + ((rand(10) + 10) - rand(20)) enemy.on_battle_start make_unique_names SceneManager.scene.update_enemy_sprites endendclass Scene_Battle < Scene_Base def update_enemy_sprites @spriteset.add_new_enemies @enemy_window.refresh endend
Enemy Sprite Random Flip Add-On:
This add-on includes random flip of battler's sprite.
Put this add-on below the main Meow Face Clone Enemy script.
#==============================================================================# ■ Meow Face Clone Enemy (Flip Battler Graphic Add-on)#------------------------------------------------------------------------------# Random flip cloned enemy#==============================================================================# Require:# Meow Face Clone Enemy Script# How to Use:# [1] Put this script below Meow Face Clone Enemy Script#==============================================================================class Sprite_Battler < Sprite_Base alias meow_sp_update update def update self.mirror = battler.flip if @battler meow_sp_update endendclass Game_Battler < Game_BattlerBase attr_accessor :flip alias meow_bat initialize def initialize meow_bat @flip = false endendclass Game_Troop < Game_Unit def clone_enemy(clone) member = $game_troop.members[clone] return if !member.alive? return if members.size >= 8 enemy = Game_Enemy.new(@enemies.size, member.enemy_id) members.push(enemy) enemy.screen_x = member.screen_x + ((rand(50) + 50) - rand(100)) enemy.screen_y = member.screen_y + ((rand(10) + 10) - rand(20)) enemy.on_battle_start make_unique_names SceneManager.scene.update_enemy_sprites enemy.flip = (rand(2) == 0 ) endend
Updated:
25/10/2015 - It's now possible to have the newly cloned enemy show up with a flipped sprite (50% random chance of flip).
Just add that add-on script below the main script if you wish to use this feature.
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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