Random Enemies

Rexal

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Random Enemies
Rexal
 ​
Intro - While working on my project, I was getting rather annoyed at having to create tons of Troops just to add some variety to my encounters. So I made this little plugin.

 ​
 ​
Feature -

- Have an enemy be switched out for another at the start of the battle.

Note tag -

Random Enemy: id,id,id,id,id,id,id,id,...

Place this tag inside the notes section of an enemy, and it'll randomly be a different enemy at the start of the battle.

There is absolutely no limit to the amount of enemyIDs you can set.
If you use 0, the enemy will cease to exist. If all enemies cease to exist, it'll try again, so there should be no instance of
the battle suddenly ending as soon as it starts. Just don't set this to only 0. It's not a good idea.

Using multiple of the same id will increase its chance of appearing.

Example: Random Enemy: 1,2,3,4,1,1,1,1,2,2,2,3,3,0

Future Plans -

- Let you be able to randomly position enemies.

- Random enemy stat variation.

Terms of Use - Free for commercial and non-commercial use.

Download - Here
 
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Rexal

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Can you random to another enemy that randoms to another that randoms to another?
Nah, it only happens at the very start of the battle. Any random tags on the enemy it switched to will be ignored.
 

Richard John S

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This will be a very usable script. Great work on this.
 

Bernkastel

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does the enemies being player battlers have anything to do with this script?
 

Rexal

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does the enemies being player battlers have anything to do with this script?
Other than being the type of battlers I used...no, not really. Well, unless you count that it shows that it's compatible with my animated enemies script.
 

VHStapes

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Very cool and useful for my project, thank you!
 

munokura

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Nice to meet you.
I am Japanese.
I do not understand English so I will post it in google translation.
If it was rude words, I am sorry.


Thankfully, I will use this plugin.
However, there seems to be an error.

Code:
TypeError: Can not read property 'prototype' of undefined
at Game_Troop.setup (/----/js/plugins/RandomEnemies.js: 79)
at Function.BattleManager.setup (rpg_managers.js: 2143)
at Function.DataManager.setupBattleTest (rpg_managers.js: 228)
at Scene_Boot.start (rpg_scenes.js: 395)
at Function.SceneManager.updateScene (rpg_managers.js: 2019)
at Function.SceneManager.updateMain (rpg_managers.js: 1983)
at Function.SceneManager.update (rpg_managers.js: 1907)
Perhaps when the appearance of monsters becomes 0, it should loop and start over, but I think whether there is an error there.
MV version is 1.5.1.

Can you fix it?
 
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Kes

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@munokura Please note that because this is an English language site, posts should only be in English, not contain other languages as well.

As long as you mention that you are using google translate, people will make allowances for any incorrect words, so there is no need to worry.
 

munokura

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I apologize for posting without understanding the rules.
I have fixed the post.
 

bvlgari

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I apologize for posting without understanding the rules.
I have fixed the post.
Try placing this plugin at the very start of your plugin's list. That solved the problem for me.
 

munokura

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Great
 
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Ushio

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Excuse me, do you have any questions?

This plugin is very nice. I want you to use it.

But I have a problem. If you turn on the plug-in and start the battle, the black screen will display the words "Can't read properties" and the game will stop.

mudai00.png

As described in this article, I moved the plug-in to the top of the list, but the situation does not improve.

My RPG Maker MV version is 1.6.2.

Please give me some advice. (This sentence is translated by Google translation)
 

Ushio

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Was it ... very disappointing.

Thank you for teaching me!
 

Ushio

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Thank you. But think of another way.
 

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