The DynBattlerChange plugin allows enemies to be transformed according to the values of RPG Maker 2003 variables at the start of a battle and/or by comment command. It also allows battlers (both enemies and actors) to be repositioned according to RPG Maker 2003 variables. This allows run-time customization of enemy groups (aka troops), freeing designers from having to define enemy groups in the database for every possible combination of enemies they might want to use in the game. This is also extremely useful for projects involving ambitious amounts of battle event scripting, because a single enemy group can be used to implement a combat system, rather than having to put the same scripting into hundreds of different enemy groups (which, on top of being difficult to manage, is a surprisingly big source of database bloat).
Changed plugin behavior to ignore "at battle start" configuration options when the game is run in Test Battle mode.
Updated documentation according to above behavior change.
Hi, is there any way to implement a way to cause monsters to become hidden at runtime? With this plugin, I'm using one single battle group with 8 "dummy" monsters so there's no issues with them appearing at runtime. However I have some battles where certain forms of a monster are hidden and don't appear until certain conditions are met. But they don't start the battle hidden, and you can't hide them with event commands. Do you get what I'm trying to say here?
Sure, that's quite easy. Any monster whose ID variable is set to 0 will be set to hidden by DynBattlerChange at the start of the battle (assuming you have the "Transform at Battle Start" option turned on). The details can be found in the "First Enemy ID Variable" section of the readme.html file.
EDIT: When I set their initial value to 0, how do you make it so the correct monster shows up? I tried setting their ID vars to the correct monster ID before showing hidden monster, and they came up as the dummy monster.