- Joined
- May 30, 2015
- Messages
- 816
- Reaction score
- 843
- First Language
- English
- Primarily Uses
Introduction
Speed up time making enemies and increase variation by randomizing the traits of enemies! Change parameters, exp, attack patterns, colors and even images. Now you don't have to make so many variations of the same enemy types manually.
It's like my random equipment prefixes/suffixes plugin but for enemies
* This plugin will allow you to randomly add traits and other attributes to
* enemies by combining enemies together.
* ============================================================================
* How combination works
* ============================================================================
* By default, a base enemy will be combined with a suffix/prefix enemy like
* this:
*
* -A prefix enemy will add their name to the beginning of the new enemy name.
* -A suffix enemy will add their name to the end of the new enemy name.
* -The suffix/prefix enemy's action patterns will be added to the base enemy's
* patterns.
* -The suffix/prefix enemy's drops will be added to the base enemy's drops.
* -The suffix/prefix enemy's params will be added to the base enemy's params.
* -The suffix/prefix enemy's exp will be added to the base enemy's exp.
* -The suffix/prefix enemy's gold will be added to the base enemy's gold.
* -The suffix/prefix enemy's traits will be added to the base enemy's traits.
* -The suffix/prefix enemy's notes will be added to the base enemy's notes.
* -The suffix/prefix enemy's meta will be added to the base enemy's meta.
*
* However, there are notetags you can use to change how some of this works.
* Check the next help sections.
*
* ============================================================================
* Base Enemy Notetag
* ============================================================================
* You can have unlimited amounts of prefix and suffix combinations.
* Each set of choices should begin on its own line.
* You can enter ranges to select randomly for a set of numbers.
* After a number or set of numbers, you will enter the chance.
* If the chances do not add up to 100%, there is a chance none will be chosen.
* It's up to you use percentages that add up to less than or equal to 100%.
*
* Here's an example with suffixes.
* <Suffixes>
* 5-8 50% 10 50%
* 7 100%
* </Suffixes>
* In this example, one id from 5-8 has a 50% chance of being chosen, and id 10 has a
* 50% of being chosen.
* Then, 7 has a 100% chance of being chosen.
*
* Here's another example with prefixes this time.
* <Prefixes>
* 12-15 25%
* </Prefixes>
* In this example, one id from 12-15 has a 25% of being chosen. So, there is a
* 75% of none being chosen.
*
* Prefix enemies will add their name to the beginning of the new randomized
* enemy's name. Suffix enemies will add their name to the end instead.
*
* <OverlayImage> will mean that this enemy's image will be overlayed.
* Not compatible with Animatd SV Enemies from YEP Animated SV Enemies yet.
* <OverlayPriority> will decides the order of overlaying for images. The
* highest value gets put on top, lowest on bottom, etc.
* ============================================================================
* Prefix/Suffix Enemy Notetags
* ============================================================================
* <ReplaceRed:x> will cause the new enemy's red tone to be x.
* <AddRed:x> will add x to the new enemy's red tone.
* <ReplaceGreen:x> will cause the new enemy's green tone to be x.
* <AddGreen:x> will add x to the new enemy's green tone.
* <ReplaceBlue:x> will cause the new enemy's blue tone to be x.
* <AddBlue:x> will add x to the new enemy's blue tone.
*
* <prefixSuffixName:x> will use x instead of the database name when combining
* names for the new enemy.
*
* <ReplaceHue> will mean that this new enemy's hue will be replaced by
* enemy's hue.
* <CombineHue> will mean that the new enemy's hue will be the average of the
* prefix/suffix enemy hue and the base enemy hue.
*
* <ReplaceActionPatterns> will mean that the new enemy's actions patterns will
* be replaced by the this enemy's action patterns.
*
* <ReplaceDrops> will mean the new enemy's drops will be replaced by this
* enemy's drops.
*
* <ReplaceEXP> will mean the new enemy's exp will be replaced by this
* enemy's exp.
*
* <ReplaceTraits> will mean the new enemy's traits will be replaced by this
* enemy's traits.
*
* <ReplaceParams> will mean the new enemy's params will be replaced by this
* enemy's params.
*
* <ReplaceImage> will mean the new enemy's image will be replaced by this
* enemy's image.
*
* <OverlayImage> will mean that this enemy's image will be overlayed.
* Not compatible with Animatd SV Enemies from YEP Animated SV Enemies yet.
* <OverlayPriority> will decides the order of overlaying for images. The
* highest value gets put on top, lowest on bottom, etc.
* ============================================================================
* Tips
* ============================================================================
* To further reduce time making enemy variations, I suggest using
* YEP Enemy Levels and Himeworks Enemy Classes MV. This way, you have
* both variation from this plugin and also have enemies level up with you.
* Making differently strengthened enemies will become less necessary.
* ============================================================================
* Terms Of Use
* ============================================================================
* Free to use and modify for commercial and noncommercial games, with credit.
* ============================================================================
* Credits
* ============================================================================
* DreamX
* Thank you to Yanfly for reference/code from their plugins.

Script
Speed up time making enemies and increase variation by randomizing the traits of enemies! Change parameters, exp, attack patterns, colors and even images. Now you don't have to make so many variations of the same enemy types manually.
It's like my random equipment prefixes/suffixes plugin but for enemies
* This plugin will allow you to randomly add traits and other attributes to
* enemies by combining enemies together.
* ============================================================================
* How combination works
* ============================================================================
* By default, a base enemy will be combined with a suffix/prefix enemy like
* this:
*
* -A prefix enemy will add their name to the beginning of the new enemy name.
* -A suffix enemy will add their name to the end of the new enemy name.
* -The suffix/prefix enemy's action patterns will be added to the base enemy's
* patterns.
* -The suffix/prefix enemy's drops will be added to the base enemy's drops.
* -The suffix/prefix enemy's params will be added to the base enemy's params.
* -The suffix/prefix enemy's exp will be added to the base enemy's exp.
* -The suffix/prefix enemy's gold will be added to the base enemy's gold.
* -The suffix/prefix enemy's traits will be added to the base enemy's traits.
* -The suffix/prefix enemy's notes will be added to the base enemy's notes.
* -The suffix/prefix enemy's meta will be added to the base enemy's meta.
*
* However, there are notetags you can use to change how some of this works.
* Check the next help sections.
*
* ============================================================================
* Base Enemy Notetag
* ============================================================================
* You can have unlimited amounts of prefix and suffix combinations.
* Each set of choices should begin on its own line.
* You can enter ranges to select randomly for a set of numbers.
* After a number or set of numbers, you will enter the chance.
* If the chances do not add up to 100%, there is a chance none will be chosen.
* It's up to you use percentages that add up to less than or equal to 100%.
*
* Here's an example with suffixes.
* <Suffixes>
* 5-8 50% 10 50%
* 7 100%
* </Suffixes>
* In this example, one id from 5-8 has a 50% chance of being chosen, and id 10 has a
* 50% of being chosen.
* Then, 7 has a 100% chance of being chosen.
*
* Here's another example with prefixes this time.
* <Prefixes>
* 12-15 25%
* </Prefixes>
* In this example, one id from 12-15 has a 25% of being chosen. So, there is a
* 75% of none being chosen.
*
* Prefix enemies will add their name to the beginning of the new randomized
* enemy's name. Suffix enemies will add their name to the end instead.
*
* <OverlayImage> will mean that this enemy's image will be overlayed.
* Not compatible with Animatd SV Enemies from YEP Animated SV Enemies yet.
* <OverlayPriority> will decides the order of overlaying for images. The
* highest value gets put on top, lowest on bottom, etc.
* ============================================================================
* Prefix/Suffix Enemy Notetags
* ============================================================================
* <ReplaceRed:x> will cause the new enemy's red tone to be x.
* <AddRed:x> will add x to the new enemy's red tone.
* <ReplaceGreen:x> will cause the new enemy's green tone to be x.
* <AddGreen:x> will add x to the new enemy's green tone.
* <ReplaceBlue:x> will cause the new enemy's blue tone to be x.
* <AddBlue:x> will add x to the new enemy's blue tone.
*
* <prefixSuffixName:x> will use x instead of the database name when combining
* names for the new enemy.
*
* <ReplaceHue> will mean that this new enemy's hue will be replaced by
* enemy's hue.
* <CombineHue> will mean that the new enemy's hue will be the average of the
* prefix/suffix enemy hue and the base enemy hue.
*
* <ReplaceActionPatterns> will mean that the new enemy's actions patterns will
* be replaced by the this enemy's action patterns.
*
* <ReplaceDrops> will mean the new enemy's drops will be replaced by this
* enemy's drops.
*
* <ReplaceEXP> will mean the new enemy's exp will be replaced by this
* enemy's exp.
*
* <ReplaceTraits> will mean the new enemy's traits will be replaced by this
* enemy's traits.
*
* <ReplaceParams> will mean the new enemy's params will be replaced by this
* enemy's params.
*
* <ReplaceImage> will mean the new enemy's image will be replaced by this
* enemy's image.
*
* <OverlayImage> will mean that this enemy's image will be overlayed.
* Not compatible with Animatd SV Enemies from YEP Animated SV Enemies yet.
* <OverlayPriority> will decides the order of overlaying for images. The
* highest value gets put on top, lowest on bottom, etc.
* ============================================================================
* Tips
* ============================================================================
* To further reduce time making enemy variations, I suggest using
* YEP Enemy Levels and Himeworks Enemy Classes MV. This way, you have
* both variation from this plugin and also have enemies level up with you.
* Making differently strengthened enemies will become less necessary.
* ============================================================================
* Terms Of Use
* ============================================================================
* Free to use and modify for commercial and noncommercial games, with credit.
* ============================================================================
* Credits
* ============================================================================
* DreamX
* Thank you to Yanfly for reference/code from their plugins.

Script
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