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 Forum Script Listings
#16
[Image: enemydev.png]
Systems that change enemy behavior or stats go in here.

Enemy Development Systems: A-Z

Bestiary
by Dargor (July 7th, 2008)

I felt like doing a bestiary, so I did one! It features a customizable enemy list, plays a BGM depending on the enemy, and more.


Bestiary Script
by Trickster ()
The Active Timer Battle System

This is a new bestiary script based on the Scan Window I created for my Stealing/Mugging/Scanning script. It also shows Enemy Hp, Sp, Stats, Enemy Weaknesses and Resistance Elements, Number of times Encontered, Number of times Killed, Maps Found, and a Description.


Demon Picture Book (aka The Bestiary)
by Momomo (February 17, 2005)

Translated from the original Japanese code, this script allows you to view information on monsters and enemies that you have encountered.


DerVV's Quickie Enemy Info Chance
DerVVulfman (June 28, 2015)

This lets you begin your own custom bestiary scan book where enemies start with nothing known about them except their picture/battler (not even their name)... and you have to keep battling them to fill their stats.


Enemy Action Selection Fix
by RPG Advocate (unknown date)

This script fixes two annoyances with the way the standard enemy action selection method determines which action an enemy will take.



Enemy Action Sets
By DerVVulfman (February 28, 2021)

Enemy Action Sets is a system that allows you, the game designer, to give an enemy a completely new and more specific set of combat routines to perform whilst engaged in battle.


Enemy Challenge for Experience
by DerVVulfman (November 24, 2019)

Tired of letting gamers grind away hours fighting weaker monsters so they can level themselves up? Do you want to make sure they may only increase their character's levels by fighting monsters tough enough to give them a real threat? Then this script is for you. Inspired by a feature from iishenron's RPGMaker 2000 game "Three the Hard Way", this system calculates the combined statistics of every enemy in a troop to that of the heroes in the party. And as long as the enemy is not too weak, the party gets experience for the enemy's defeat.


Enemy Melee Status Attacks
DerVVulfman (October 13, 2015)

This little script corrects an oversight whereby enemies can inflict status ailments while performing a melee attack. This acts as a small level of as actor combatants had that luxury with their weapons.


Enemy Troop Extender
by SephirothSpawn (February 17, 2005)

This system extends the number of enemy battlers for a single TROOPS beyond the default maximum of eight. Yes, beyond eight in a single battle.


KBoomEffect XP
by kyonides (November 8, 2019)

Did you ever want your monster to explode if some normal or magical attack hit him? Now you can for sure!
You can make the monster explode due to physical or magical attacks or even both of them!
Warning This scriptlet does not depend on the default battle damage formula. It's quite weird, don't you think?


Kew XP
kyonides (January 23, 2019)

The script name is an acronym meaning Kyonides's Enemy Weaponry. Basically, you now let enemies equip a custom number of weapons. There is a simple script call you need to use before battle ever begins. Keep in mind it is an enemy based not a troop based script.


KFoesFly
by kyonides (March 5, 2024)

Define certain foes as flying battlers to make them a lot harder to hit by your poor heroes!
The script does not really alter the GUI at all, except for displaying a 0 as a failure.


KMonsterPals
by kyonides (October 25, 2019)

Well, did you ever wish to let your monsters exact revenge on a hero for killing its pal? Now you can do it!


KMonsterSacrifice XP
by kyonides (October 26, 2019)

Have you ever dreamed on a mob or boss consuming its pals to recover some HP or SP alias MP? Now that's possible! Shocked


KMonstersTerrain XP
kyonides (August 18, 2019)

This scriplet allows you to add a curious skill to your games, namely Terrain Transform! Actually it will only allow monsters to use this skill. It would be too convenient for heroes if they could also cast such spell.Of course, it does not stop right there, the script will also let you increase the enemy's stats by a fixed amount of points. So you could make a ghost get 100 extra HP for fighting in a cave or at some ruins. It does not prevent you the game developer to also decrease some of its stats. At the end it will depend on you if you want it to give the ghost some ghastly steroids or some panacea instead.


KMoreTroops XP
kyonides (November 28, 2016)

This quite simple scriptlet available in English and Spanish lets you include more than a single troop during battle. If you defeated the first troop, then another one might show up to finish the job or perhaps they would sacrifice themselves to let their boss smash the weakened heroes in a single blow. This script was created for the default XP battle system and compatible scripts, it just makes minor changes that shouldn't interfere in any way possible with other simple battle systems available out there.


KMustSurvive
by kyonides (February 18, 2024)

When I played Breath of Fire II back in the days, I noticed that there was a village where fights were a bit different. There you had to rescue the villagers by not killing them but just the scorpions that controlled them. You were still able to kill the people but it was not recommended.

This scriptlet would let the battle script judge the end result of the battle without any external interference. This means that you will not be in a dire need to keep checking your enemies' current HP every single turn via event commands!

KTroopStates
by Kyonides (February 14, 2024)

Do you need to inflict a certain state to your enemies from the very beginning?
Then this script is perfect for confusing or even enraging them!


Kread's AI Packages
by Kread-EX (May 5, 2010)

This script provides pre-programmed AI Packages, in order to make your life easier when you want to create intelligent enemies. Note that this is only a tool, meant to be used in conjunction with battle events, and doesn't dispense the developper to put a little effort in designing the enemies. Misuse of this script can result in horribly overpowered monsters. Warning given. Although developped for XP, this script is cross-engine and will adapt itself to RMVX.


KUnitsFoes XP VX & ACE
kyonides (August 13, 2017)

Just another bestiary crafted to be used with my main KUnits scripts. It includes curious transitions whenever you change the current page. There's some kind of ticker you can use to tell the player what buttons to press or just have fun by showing playful messages there.


Leveled Enemy Lists
DerVVulfman (September 12, 2019)

Have you even thought... my random enemies don't seem to match my heroes when they engage them? Have you ever thought that maybe you could swap out the enemies in your Troops with other enemies if the average party member's level is high enough? Now you can.


MrMo DVV Add-On #3: Cassandra's Personality Edit
by DerVVulfman

It enhances the way enemies behave on the field map. So rather than them running blindly to the hero, they may back off and use distance attacks. Or the enemies may even run away when a fellow enemy dies.


MrMo DVV Add-On #12: Ryda's Improved Vision
By DerVVulfman (September 1, 2010)

This script refines the way enemies on maps can detect each other, utilizing a refined version of Near Fantastica's View Range script. With this addon, objects and impassable tiles may now hinder their ability to 'see' targets.


MrMo DVV Add-On #20: Vicki's Passable Enemies
by DerVVulfman (July 12, 2011)

This script allows you to have targets that the player may walk through. Normally, only solid enemies may be shot with ranged weapons, but this system lets you create enemies with the 'through' state.


Random Monster Groups
by RPG Advocate (unknown date)

This script allows you to set up monster groups composed of random enemies.


Troop : Self Switches
Kain Nobel (February 2, 2013)

I was eventing introductory messages for some of my troops, and I was wanting to disable it with a simple self switch. The only roblem? Troops don't have self switches! Well, not they do, thanks to yours truly!


Victor Engine - Multiple Troops
by Victor Sant (December 21, 2011)

This script allows to set more than one troop to participate in battle. The basic use for this is to pass the 8 enemies limit for a single fight.


Yin's Extra Troops
DerVVulfman (December 20, 2011)

With this, you can make a battle have more than two troops engaged at the same time. All actions in the troops window are based on the initial troop that's called when entering a battle (random battles, map event 'Battle Processing'). So the battle conditions in the second troop will not come into play. The only caveat to this is that the enemies in the second troop will not be controlled or a part of the first troop's event system.


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Messages In This Thread
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:00 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:04 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:04 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:08 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:08 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:09 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:09 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:09 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:10 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:10 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:11 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:11 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:12 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:13 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:14 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:14 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:17 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:18 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:18 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:18 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:18 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:19 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:20 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:20 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:21 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:21 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:21 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:21 AM
Forum Script Listings - by DerVVulfman - 07-06-2009, 05:14 AM
Forum Script Listings - by DerVVulfman - 08-04-2009, 04:04 AM
Forum Script Listings - by DerVVulfman - 09-21-2009, 04:59 AM
Forum Script Listings - by DerVVulfman - 11-09-2009, 05:46 AM
Forum Script Listings - by DerVVulfman - 11-09-2009, 05:47 AM
Forum Script Listings - by DerVVulfman - 12-07-2009, 05:14 AM
Forum Script Listings - by DerVVulfman - 01-11-2010, 04:45 AM
Forum Script Listings - by DerVVulfman - 02-08-2010, 06:38 AM

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