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TDS Random Monster Groups Formation
#1
TDS Random Monster Groups Formation
Sephirothtds
Jun 13, 2007

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What this script does is really simple stuff.

Instead of having to make a troop for a certain monster combination the script itself will make a random combination for you by using the monster groups in the map.

Instructions:

Look in the script for this.

Code:
RANDOM_EFFECT_SWTICH = 50


And give it the ID of the switch you wish to use to stop the effect from happening.

Code:
#==============================================================================
# TDS Random Monster Groups Formation
# Version: 1.2
# This script aliases the call_battle method in Scene Map
#==============================================================================
#------------------------------------------------------------------------------
# This script will make automatic groups from the troops that appear in the map
#==============================================================================
# Switch to activate and De activate the effect.
RANDOM_EFFECT_SWTICH = 50

#==============================================================================
# Intructions:
# To not use the effect of having random groups in battle simply switch on the
# RANDOM_EFFECT_SWTICH.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
  alias tds_random_monster_groups_map_call_battle call_battle  
   def call_battle
      tds_random_monster_groups_map_call_battle
    if $game_switches[RANDOM_EFFECT_SWTICH ] == false
     if $game_player.encounter_count != 0 and $game_map.encounter_list != [] and
      $game_system.map_interpreter.running? == false      
      # Makes a variable to grab a monster ID from the monster list.
      group_id_one = rand($game_map.encounter_list.size)
      # Makes the variable troop_id be the same ID as group_id_one this will
      # Randomize each choice to a certain monster group.
      troop_id = $game_map.encounter_list[group_id_one]          
      # Makes the troop ID from the encounter list.
      group = rand($game_map.encounter_list.size)
      # Takes a random troop ID from variable variable above
      random_troop_id = $game_map.encounter_list[group]    
      # Makes the current troop ID from the variable Above
      $game_temp.battle_troop_id = random_troop_id
    
      # Makes the variable troop the same as the current troop ID so I can
      # modify it from it.
     if $game_temp.battle_troop_id != nil  
       troop = $data_troops[$game_temp.battle_troop_id]
       # Makes a random number from size of the battle troop
       @random_effect = rand(troop.members.length)
      
    for x in 0...troop.members.length
      # Choose a random monster from the group and gives it the ID of a random
      # Monster from a random index chosen by the troop_id variables.
      troop.members[@random_effect].enemy_id = $data_troops[troop_id].members[rand(2)].enemy_id
   end
  end
end      
  end
end
end
}




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