Rare Enemies

Mr. Trivel

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Author: Mr. Trivel


Name: Rare Enemies


Created: 2015-10-26


Version: 1.1




 


What does it do?


Adds a chance of encountering rare versions of enemies.


 


How to use?



It requires two commands used in enemy note fields:


<re_id: X> - ID of rare enemy


<re_chc: Y.YY> - Chance of appearing - 0.01 - 1%, 1.00 - 100%, 0.5 - 50%


 


Example:


<re_id: 15>


<re_chc: 0.73>




 


Plugin: <Link: Github>


How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As.


 


Terms of Use:


Don't remove the header or claim that you wrote this plugin.


Credit Mr. Trivel if using this plugin in your project.


Free for commercial and non-commercial projects.
 
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Baerthe

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Cool! So if i get this correctly it allows a troop to appear with a chance of a rare added enemy?
 

Mr. Trivel

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@Baerthe,


Not added, switched. E.g. You could have a low chance of Archangel appearing instead of Angel.
 

Baerthe

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Ah! cool. I'll check it out :)
 

Lionheart_84

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Very useful plugin .... so let me understand the plugin called <reid: X> I have to put it inside the enemy notes of "rare" enemy, or inside the enemy notes that the "normal" enemy must be replaced with the "rare" enemy ???
 
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Mr. Trivel

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@Lionheart_84,


First of all, it's <re_id: X>, don't forget the underscore, else it won't work~


And you also need to add <re_chc: Y.YY>, too~


And yes, it's the latter, gotta add the tags to the enemy that will be replaced. E.g. adding tags in Angel note field, so it may get replaced with Archangel.
 

Lionheart_84

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@Lionheart_84,


First of all, it's <re_id: X>, don't forget the underscore, else it won't work~


And you also need to add <re_chc: Y.YY>, too~


And yes, it's the latter, gotta add the tags to the enemy that will be replaced. E.g. adding tags in Angel note field, so it may get replaced with Archangel.


Ok ... thanks for the clarification !!! :D


you have been very clear and precise !!! ;) ;) ;)


and I'll offer my congratulations ... works great !!! Compliments!!! :guffaw: :guffaw: :guffaw:
 

Henryetha

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Well, the issue is, when I let the rare enemies have increased HP, they appear like on this img, with the appropiate max HP but the current HP still as the common enemy.


rareenemy.png
 
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Mr. Trivel

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@Henryetha,


Yup, that's a bug. Grab the latest version.


Version 1.1


- Fixed rare enemy retaining old id's HP.
 

Henryetha

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Damn, that was fast!


Ty for this nice plugin! ^^
 

lokirafael

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The plugin support multiple tags, like 50/50 to switch to EnemyA or EnemyB? Just wondering if I could use only one troop and randonly chose the enemies from a pool.
 

Solis

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Cant wait to use this Thanks! 
 

Gothic Lolita

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This plugin sounds interesting.
Is there a way to put it like if enemy "Blob" is defeated 10 times, then spawn "Mega Blob", instead of 10% of a chance? (\ô/)
 

Ryzler

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I don't understand... Why not just make a another troop with the different enemy, that has a lower chance of being encountered than the main troop? Am I missing something?
 

Andar

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@Ryzler if that enemy is part of several troops, you would have to double each of those different troops. And if a troop has a mix of several enemies with this option, it would require exponentially more troops for all combinations (3 rare enemy options would require 8 different troops for each possible combination).
And sooner or later you'll run out of troop IDs if you want to use such a variant option for a lot of enemies to prevent the player from getting bored with identical fights.
 

Ryzler

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@Andar Well, I've always handled lots of troops with large amounts of variations. With MV you can have, I think, 2000 troops. So the limit is not much of a problem.

This is a great plugin. But, as with a lot of plugins, I think people should be handling a l of things without plugins/scripts and without tampering with codes or without making their game more unstable. Every plugin is a risk.
 

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