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 Atoa's CBS / Random Monster Patch
#1
Atoa Custom Battle System
Random Monster Groups Patch

Version: 1.0


Introduction
Yet another config system, but with a modified system for battle animations and saves a config file rather than saves them in the save game. I made it only as a 'basic' system for other scripters to add upon. Don't expect TOO much.


Script

The patch


Instructions
Place the revised 'Random Monster Groups' system under Atoa's CBS as you would normally. Then place this patch below both. After that, follow the instructions in RPG Advocate's system as before.


Compatibility
Requires the use of both Atoa's CBS and the revised Random Monster Groups system.


Terms and Conditions
Free for use, guys. Even commercial games. However, any terms requested by Atoa for his battlesystem are his own. Please honor them.
Reply }
#2
Oh.... My.... GOD.... You did this???!!! THANK YOU!!!! I'll test it out now!

It works!! Thank you! You have saved me a life load of work AND space. Why they removed this feature is beyond me. But it's back! And thanks to you, I can use it! :)
Reply }
#3
I realized the patch for the Random Monster Groups does not work anymore on the new update. If anyone else uses the Random Monster Groups script, this is the fix for it:

In the patch, change


Código: [Selecionar]
battle_setup
to

Código: [Selecionar]
battler_position_setup

That should fix the main problem. And if you are using the battle advantages add on, go to the actual random monsters script (not the patch) and look for def screen_x.

Replace it with this:
Código: [Selecionar]
def screen_x
if $game_temp.invert_postion and Battle_Style == 0
return 640 - $data_troops[@troop_id].members[@random_index].x
else
return $data_troops[@troop_id].members[@random_index].x
end
end

Works for me with no problems.
Reply }


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